H. Idris / Game UI/UX Designer

What to send your UI designer: the brief and asset checklist

Two studios send me the same project on the same day. One gets a firm price and a start date, the other gets a range twice as wide and a list of questions. The difference is almost never the game. It is what was in the first message.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

Hire me

Nobody teaches this, so most first messages I get are two sentences and a link to a Steam page. That is enough to start a conversation and not enough to price anything, so the quote comes back as a range, the range gets padded for the unknowns, and the project starts a week later than it needed to. This is the checklist that skips all of that.

Why the brief moves the price

Every unknown in a brief is priced as risk, because it has to be. If I do not know whether you need controller support, I either ask, which costs a day, or I assume, which costs one of us money later. Ten unknowns and the quote is a range wide enough to be useless to you.

What the brief saysHow it gets priced
"A full UI for our game"A wide range, padded, with a discovery call attached before anything is firm
"22 screens, listed below, PC and Steam Deck"A firm number, usually within a day
"Sometime this year"Slotted around work that has a date
"Vertical slice for a publisher on 12 March"Scheduled backwards from the date, with the risky items front-loaded
"We will let you know the budget later"Priced at my normal rate for the full scope, which may be more than you wanted to spend
"Around $8,000, flexible for the right fit"Scoped to fit, with what fits and what does not made explicit

None of this is a negotiation tactic on either side. A specific brief simply lets a designer commit, and committing is what you are actually buying.

The ten fields

Copy these into an email. Most take one line. The whole thing takes about twenty minutes and it is the highest-return twenty minutes in the hiring process.

FieldWhat to writeWhy it matters
The gameName, genre, one sentence on what the player doesSets the whole visual and structural direction
PlatformsPC, console, mobile, VR, and which ones exactlyDecides controller work, safe areas, text sizes, screen count
EngineUnity, Unreal, Godot, custom, plus versionDecides the handoff format and what the assets have to be
ScopeA screen list, or a count and a rough breakdownThe single biggest driver of both price and schedule
StagePrototype, vertical slice, production, live, or post-launch fixTells me whether this is design work or rescue work
DeadlineThe real date and what it is forA publisher date and an internal date are different constraints
BudgetA number or a rangeDecides what is possible. Withholding it does not get you a lower price
Decision makerWho signs off, by nameOne name means fast reviews. Four means slow ones
What existsLogo, art direction, existing UI, brand guide, a buildReuse is cheaper than reinvention, if I know what is there
Who implementsYour engineers, or me, or a mixChanges the deliverable from files to a built interface

The screen list is the brief

If you write nothing else, write this. A screen list turns "a full UI" into a number of things, and a number of things can be scheduled, priced and finished. Most teams underestimate their own list by roughly a third, because the boring screens are invisible until someone counts them. How to derive one from your own design is in from core loop to screen list.

  • Front end: splash, main menu, new game, load and save, settings across several tabs, credits, quit confirmation.
  • In-game: HUD in each mode, pause, map, inventory, character or loadout, quest or objectives, dialogue if you have it.
  • Systems: shop, progression or upgrades, crafting, collections, leaderboards, achievements, whatever your game is actually about.
  • Flow states: loading, results and end of run, level up, death or fail, unlock and reward, tutorial prompts.
  • Platform and edge states: controller disconnect, save failure, storage full, network loss, patch notes, age gate, legal screens. These are the ones nobody lists and every project needs, especially on console.
  • Components underneath all of it: buttons, toggles, sliders, tabs, tooltips, modals, notifications, item cards. These are where the reuse lives.

What to attach

Attachments answer questions faster than paragraphs. The best briefs I get are short and heavy.

  1. A build, or a five-minute gameplay video. Nothing else tells a designer as much. A rough build beats a polished trailer, because trailers hide the interface.
  2. Three to five reference games, with a sentence each on what specifically you like. "The way Persona uses motion" is useful. "Something like Destiny" is not, because that could mean the type, the density, the animation or the colour, and those are four different projects.
  3. Your logo and key art, in vector if it exists. If the logo is a raster export at 800 pixels, say so now rather than in week four. If it needs work, that is its own conversation: see game logo design.
  4. Fonts, with licences. More on this below, because it is the most common expensive surprise in the whole process.
  5. Any existing UI, including the placeholder, especially the placeholder. It shows what the systems actually need on screen.
  6. A style guide or brand rules if the game or studio has them.
  7. Screenshots at your real target resolutions, including the smallest one you support.
  8. The list of supported languages, because text expansion changes layout decisions from the first screen.

Fonts and licences, the expensive surprise

A desktop font licence usually does not cover embedding a font in a shipped game, and game licences are priced separately, sometimes per title and sometimes per platform. This surfaces late, after a hundred screens are drawn in a face you cannot legally ship, and the fix is either a licence you did not budget for or a re-typesetting pass across the whole game.

  • Tell your designer what you already own and what it covers.
  • If you own nothing, say that. There are excellent open-licence families, and I would rather design in one from day one than migrate later.
  • Check bundled fonts. A font that came with a design tool or a template is often not licensed for redistribution inside a game binary.
  • Check every language you ship. A font with no Cyrillic or CJK coverage means a fallback face, and a fallback face that looks nothing like the original undoes your typography in exactly the markets you paid to enter.

Name one decision maker

This is the field that most affects a schedule and it costs nothing. Design work does not stall because it is hard, it stalls waiting for an answer, and it goes backwards when two people give different answers a week apart.

  • One name has final say. Others can comment, and that is fine and useful.
  • A feedback window. Two working days is normal. Longer is fine if it is agreed in advance rather than discovered.
  • Consolidated feedback, in one document or one thread, not five messages across three tools.
  • Feedback on the problem, not the pixel. "This screen feels slow to read" gives me the whole solution space. "Make the title 4px bigger" gives me one fix and hides the actual issue.

The four things that make a brief worse

  1. Hiding the budget. The common belief is that naming a number gets you charged that number. In practice a range lets a designer tell you what fits inside it, and withholding it means the quote is scoped to everything you asked for, which is usually more than you wanted to buy.
  2. Sending a folder instead of a brief. Four hundred files in a drive is not context, it is homework. Ten well-chosen attachments beat all of it.
  3. Asking for a free test screen. A paid trial screen is completely reasonable and I recommend it: pick one real screen, pay for it, judge everything from that. An unpaid one selects for whoever is least busy, which is not the signal you want.
  4. Describing the solution instead of the problem. "We need a radial menu" might be right, but if the actual problem is that players cannot find their consumables, there may be a cheaper answer that ships sooner.

A brief you can copy

This is the shape of a message that gets a firm quote back the same day. It is deliberately short.

  • Game: Ashfall, a top-down survival roguelike. Runs of about 25 minutes, base building between runs.
  • Platforms: PC first, Steam Deck at launch, console six months later.
  • Engine: Unity 6, our two engineers implement.
  • Scope: 18 screens, list attached. Full HUD, main menu, inventory, crafting, base view, end-of-run, settings.
  • Stage: Playable vertical slice, placeholder UI throughout.
  • Deadline: Publisher demo on 12 March, so everything needs to be in the build by 1 March.
  • Budget: Around $14,000, some flexibility for the HUD if it needs more.
  • Decision maker: Me, replying within two working days.
  • What exists: Logo in vector, art direction locked, two placeholder screens, no fonts licensed yet.
  • Attached: Build, a five-minute video, three references, the screen list, our colour palette.
A designer cannot commit to a schedule for a project they cannot see the edges of. The brief is where you draw the edges.

What you should get back

A brief that good deserves a response that specific. If it comes back vague, that is information about the designer as much as about the project.

  • A price or a tight range, with what is in it and what is not.
  • A schedule with dates, working backwards from your deadline rather than forwards from today. The reasoning is in how long game UI design takes.
  • A list of what they need from you and when, including the build, the content and the sign-offs.
  • The deliverables, named. Source files, exported assets, annotated specs, a component library, controller navigation maps. What a full handoff contains is covered in designing game UI for Unity.
  • Questions. Good ones. A designer with no questions after reading a real brief has not read it.
How long should a game UI brief be?

Under a page. The ten fields above fit in a short email, and the attachments carry the detail. Long briefs are usually long because they describe the game rather than the interface work, and a designer will still have to ask which screens exist.

Should I really tell a designer my budget?

Yes. It is the fastest way to find out whether a project is possible, and it changes the proposal from a fixed menu into a plan built around what you can spend. A designer who inflates a quote to consume a stated budget is a designer you would have had a worse problem with later.

What if I do not know how many screens I need?

Say that, and send whatever shows the game: a build, a video, or a systems document. Building the screen list is normally the first thing a designer does anyway, and it is quick with access to the game. What causes problems is not the absence of a list, it is a list everyone assumed was complete.

Do I need to have art direction locked before hiring a UI designer?

No, but say which it is. Locked art direction means the UI is derived from it, which is faster and cheaper. No art direction means the UI may end up defining the visual language, which is legitimate but is a different, larger job.

Should I send the brief to several designers at once?

Yes, and say so. Three to five is sensible, and a consistent brief makes the responses comparable, which is the whole point. What to compare them on is covered in how to hire a game UI/UX designer.

Is a paid test project reasonable?

Yes, and it is the best de-risking tool either side has. One real screen from your actual game, paid at the normal rate, tells you about communication, speed, handoff quality and taste in a way a portfolio cannot. Unpaid tests, or tests on speculative work, mostly select for availability.

What if my game is still changing?

That is normal and it is workable if it is stated. The approach is to design the stable parts first and the volatile systems last, and to build components rather than fixed screens so changes are cheap. What does not work is a brief that presents an unstable design as settled, because the schedule is then built on it.

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.

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