It is the first screen anyone sees, it appears in every screenshot you will ever take, and it is usually designed in an afternoon near the end of production. Here is what belongs on it, in what order, and the decisions that make it feel like a real game rather than a template.
Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.
A main menu is the cheapest possible place to look professional and the cheapest possible place to look unfinished. Nothing else in your game is seen by so many people who have not decided to buy it yet.
What a main menu is actually for
It has three jobs, in this order, and they conflict less often than people assume.
Get the player into the game as fast as possible. For a returning player that should be one input. Everything else on the screen is secondary to that.
Set the tone. This is the first impression of the game's world, and the only screen where atmosphere is worth spending pixels on.
Provide the housekeeping. Settings, quit, credits, store links. Necessary, and none of it should compete with the first job.
Most weak main menus fail the first job while trying very hard at the second. A beautiful screen that takes four inputs to get past is a worse menu than a plain one that takes one.
The elements every main menu needs
Element
Why it is there
Common mistake
The game's name
Identity, and it anchors the screenshot.
Logo so large it crowds out the actions, or placed where key art has no room.
One obvious primary action
The whole point of the screen.
Two actions styled identically, so the player has to read to choose.
Continue or Play
Returning players are the majority after week one.
Sitting below New Game, or absent entirely.
Settings
Players fix audio and controls before they play, not after.
Buried two levels deep, or only reachable from the pause menu.
Quit
Expected on PC. Its absence is noticed immediately.
No confirmation, or confirmation on the wrong action.
Version number
Makes bug reports usable and costs nothing.
Omitted, or displayed at the same weight as the actions.
Input prompts
On console, the player needs to know what the buttons do here.
Designed for a mouse and never revisited for a gamepad.
Everything else, credits, achievements, store, social links, DLC, is optional and belongs in the corners or one level down. If your menu has nine top-level items, at least four of them are somebody's feature request rather than a player's need.
Order the list by what players actually do
The default order in most engine templates is New Game, Continue, Options, Quit. That order is correct for exactly one session of one player's life, and wrong for every session after it.
Put Continue first, as the primary action, once a save exists. The overwhelming majority of launches after the first are returning players, and making them skip past New Game every single time is a small tax charged repeatedly. On the first run, when there is no save, Continue should not be present at all, and New Game takes the primary position.
First run and returning player are two designs
State
Primary action
What changes
First run, no save
New Game
No Continue at all. Consider going straight into the game and showing the menu afterwards.
Returning player
Continue
Show what they are continuing: chapter, level, or time played.
Save completed
New Game or Chapter select
Continue is now misleading. Offer replay, new difficulty or post-game content.
Update available or news
Continue, unchanged
A quiet marker on a secondary item. Never a modal in front of Play.
The second row is where menus earn goodwill cheaply. "Continue: Chapter 3, 4h 12m" tells a returning player the save is the one they expect, which removes a small anxiety they may not even articulate.
Four layouts that work
Layout
Reads as
Best for
Vertical list, left or centre
Classic, unambiguous, works on every input.
Almost everything. The safe, correct default.
Corner-anchored over key art
Cinematic, gives the art the screen.
Games whose art is the selling point. Needs disciplined contrast.
In-world or diegetic
Immersive, memorable, slower to read.
Horror, sim and narrative games where atmosphere beats speed.
Hub or dashboard
Dense, shows progression and live content.
Live-service, mobile, and games with modes and seasons.
The vertical list is the correct answer far more often than its reputation suggests. It is not boring, it is solved, and the interest should come from the type, the art and the motion rather than from making the player hunt for the buttons.
Controller focus is the whole interaction
On a gamepad there is no cursor. The focus state is the only thing telling the player where they are, which makes it the most important visual state in the entire screen, not a subtle nicety.
Something must be focused on arrival. A menu that opens with nothing selected leaves a controller player pressing directions to find out where they are.
Focus must be obvious from ten feet away. A slight tint is not enough. Change fill, add a clear ring, or move the item.
Define the order explicitly, including wrapping at the ends. Do not leave it to whatever the engine infers from the hierarchy.
B or Circle goes back, everywhere, always. On the main menu, it should do nothing rather than quit.
Never focus a disabled item. Skip it in the order entirely.
This is the same discipline the Astro Protocol menus were built with: primary confirmations in a fixed position on every screen, so the player learns one pattern and reuses it everywhere.
Type, contrast and the key art problem
The recurring technical problem with main menus is that the text sits over artwork, and artwork is not a uniform background. A label that is perfectly legible over the dark left third becomes unreadable when the art changes or the animation loops to a brighter frame.
Give the text its own contrast, not borrowed from the art: a soft gradient scrim, a low-opacity plate, or a defined dark zone in the artwork itself.
Test against the brightest frame of any animated background, not a static screenshot.
Keep the type simple. One display face for the title, one readable face for everything else. A menu is not the place for four typefaces.
Body and label text needs to survive TV distance. If it ships on console, read it standing across the room before signing it off.
Motion: what to animate, and what to leave alone
Motion is what separates a menu that feels expensive from one that feels static, and it is also the easiest place to overdo it and make the screen feel slow.
Worth animating
Leave alone
Focus and hover transitions, 100 – 150ms
The primary action, looping forever
Screen-to-screen transitions, 200 – 300ms
Anything that delays the first input
A slow ambient background loop
Text that moves while you are trying to read it
The initial entrance, once
The entrance, replayed every time you return to the menu
The rule that covers most of it: animation should acknowledge the player's input or set atmosphere in the background. It should never sit between the player and the thing they are trying to press. The durations, easing and transition rules are in UI animation.
Settings, and the pause menu relationship
Settings should be reachable from the main menu and from pause, and it should be the same screen in both places. Two divergent settings screens is a maintenance problem and a source of genuine player confusion when an option exists in one and not the other.
The pause menu is the main menu's sibling, not a separate design: same components, same order where the items overlap, same visual language. If Resume is the primary action on pause and Continue is primary on the main menu, they should look like the same idea.
A main menu checklist
Launch with an empty save folder. Does the menu make sense with no save?
Is there exactly one obvious primary action?
Is Continue first, and does it say what you are continuing?
Can you reach Settings in one input from here?
Is something focused when the screen opens, and is that focus obvious from across the room?
Does B or Circle behave predictably on every submenu?
Is every label legible over the brightest frame of the background?
Does Quit ask for confirmation, and does the confirmation default to the safe option?
Is the version number visible and unobtrusive?
Does the screen look right in a 16:9 screenshot with nothing else around it?
That last one matters more than it sounds. Your main menu is going to be cropped into a store capsule, a thumbnail and a press screenshot. Design it knowing that is where it will spend most of its life.
What should a game's main menu include?
At minimum: the game's name, one obvious primary action, Continue when a save exists, Settings, Quit on PC, a version number, and input prompts on console. Everything else belongs in a corner or one level down.
Should Continue be above New Game?
Yes, once a save exists. After the first session the overwhelming majority of launches are returning players, and making them navigate past New Game every time is a small cost charged repeatedly. On first run, Continue should be absent, not greyed out.
How many options should a main menu have?
Four to six top-level items is comfortable. Beyond that, players scan instead of reading, and the primary action loses its dominance. Push secondary items such as credits, achievements and social links into a corner or a submenu.
Should the main menu have background animation?
A slow ambient loop adds a lot for very little, as long as it never affects legibility and never delays the first input. Test your text against the brightest frame of the loop, not against a still.
How long should the main menu take to design?
One to three days of design work for a single polished screen with its states, and about a week in elapsed time. If the game has no established visual language, budget longer, because the menu is usually where that language gets decided. More in how long game UI design takes.
Do I need a main menu at all?
Some games boot straight into play and surface the menu on pause, which is a legitimate and increasingly common choice for short-session and mobile games. You still need somewhere for settings and quit, and you still need a screenshot-worthy title moment for the store page.
How do I make my menu not look like a template?
Change the typeface, the corner radius, the spacing scale and the palette, and give the layout an asymmetry the template does not have. Those four are most of what makes a stock menu recognisable as stock, and they are covered in why your game UI looks amateur.
Should the pause menu match the main menu?
Yes. Same components, same visual language, same ordering where items overlap, and the same settings screen reached from both. Divergent settings screens are a maintenance problem and a real source of player confusion.
Hadjoudj Idris
Game UI/UX Designer, Remote, worldwide
Need this done properly on your game?
Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.