# HUD Design: [Game Name] > Authoring guidance: .claude/docs/templates/guidance/hud-design-guide.md (load per-section as you author — do not read entirely). > **Status**: Draft | In Review | Approved | Implemented > **Author**: [Name or agent — e.g., ux-designer] > **Last Updated**: [Date] > **Game**: [Game name — this is a single document per game, not per element] > **Platform Targets**: [All platforms this HUD must work on — e.g., PC, PS5, Xbox Series X, Steam Deck] > **Related GDDs**: [Every system that exposes information through the HUD — e.g., `design/gdd/combat.md`, `design/gdd/progression.md`, `design/gdd/quests.md`] > **Accessibility Tier**: Basic | Standard | Comprehensive | Exemplary > **Style Reference**: [Link to art bible HUD section if it exists — e.g., `design/art/art-bible.md § 7. UI/HUD Visual Direction`] > **Template**: HUD Design > **Note — Scope boundary**: This document specifies all elements that overlay the > game world during active gameplay — health bars, ammo counters, minimaps, quest > trackers, subtitles, damage numbers, and notification toasts. For menu screens, > pause menus, inventory, and dialogs that the player navigates explicitly, use > `ux-spec.md` instead. The test: if it appears while the player is directly > controlling their character, it belongs here. --- ## 1. HUD Philosophy **What is this game's relationship with on-screen information?** [One-paragraph design statement — see guide Section 1 for framing and examples] **Visibility principle** — when in doubt, show or hide? [Default resolution for ambiguous cases: HIDE / SHOW / CONTEXTUAL — see guide] **The Rule of Necessity for this game**: ["A HUD element earns its place when ______________." — see guide for examples] --- ## 2. Information Architecture > Categorize EVERY piece of information the game generates — this is the master > inventory of game information, not just HUD information. See guide Section 2 > for a worked example covering typical information types. | Information Type | Always Show | Contextual (show when relevant) | On Demand (menu/button) | Hidden (environmental / diegetic) | Reasoning | |-----------------|-------------|--------------------------------|------------------------|----------------------------------|-----------| | [Information type — e.g., Health, resource, minimap, quest objective, subtitles, status effects, timer, XP] | [ ] | [ ] | [ ] | [ ] | [Why this presentation category] | --- ## 3. Layout Zones ### 3.1 Zone Diagram ``` [Draw your HUD layout zones. Customize this to match your game's actual layout. Axes represent approximate screen percentage. Adjust zone names and sizes.] 0% 100% ┌──────────────────────────────────────────────────┐ 0% │ [SAFE MARGIN — 10% from edge on all sides] │ │ ┌────────────────────────────────────────────┐ │ │ │ [TOP-LEFT] [TOP-CENTER] [TOP-RIGHT] │ ~15% │ │ Health, resource Quest name Ammo, magazine │ │ │ │ │ │ │ │ │ │ │ [CENTER-SCREEN] │ │ ~50% │ │ Crosshair / reticle │ │ │ │ (minimize HUD here) │ │ │ │ │ │ │ │ │ │ │ │ [BOTTOM-LEFT] [BOTTOM-CENTER] [BOTTOM-RIGHT] │ ~85% │ │ Minimap Subtitles Notifications │ │ │ Ability icons Tutorial prompts │ │ │ └────────────────────────────────────────────┘ │ │ │ └──────────────────────────────────────────────────┘ 100% ``` > Rule for zone placement: the center 40% of the screen (both horizontally and > vertically) is the player's primary focus area. Keep this zone as clear as > possible at all times. HUD elements that appear in the center zone — crosshairs, > interaction prompts, hit markers — must be minimal, high-contrast, and brief. ### 3.2 Zone Specification Table | Zone Name | Screen Position | Safe Zone Compliant | Primary Elements | Max Simultaneous Elements | Notes | |-----------|----------------|---------------------|-----------------|--------------------------|-------| | [Zone] | [Position] | [Yes/No + margins] | [Elements assigned] | [N] | [Zone purpose] | **Safe zone margins by platform**: | Platform | Top | Bottom | Left | Right | Notes | |----------|-----|--------|------|-------|-------| | [Platform] | [%] | [%] | [%] | [%] | [Platform-specific notes] | --- ## 4. HUD Element Specifications ### 4.1 Element Overview Table > One row per HUD element. This is the master inventory for implementation planning. | Element Name | Zone | Always Visible | Visibility Trigger | Data Source | Update Frequency | Max Size (% screen W) | Min Readable Size | Overlap Priority | Accessibility Alt | |-------------|------|---------------|-------------------|-------------|-----------------|----------------------|------------------|-----------------|------------------| | [Element] | [Zone] | [Yes/No] | [Trigger or N/A] | [Owning system] | [When it updates] | [%] | [px] | [N] | [Non-visual/non-color alternative] | ### 4.2 Element Detail Blocks > For each element in the table above, write a detail block. Copy and complete > one block per element. See guide Section 4 for completed Health Bar and > Minimap examples. --- **[Element Name]** - Visual description: [Shape, fill direction, background, color behavior] - Data displayed: [Values shown, including any numerical text labels] - Update behavior: [Animation/lerp timing, flash behavior on large changes] - Urgency states: [Per-threshold visual states, e.g., Normal / Caution / Critical / Zero] - Interaction: [Interactive or display-only] - Player customization: [Opacity, repositioning, size options] --- **[Repeat this block for every element in Section 4.1]** --- ## 5. HUD States by Gameplay Context > Define the HUD transformation for every gameplay context — at minimum: > exploration, combat, dialogue/cutscene, and paused/menu. See guide Section 5 > for a worked example covering nine contexts. | Context | Elements Shown | Elements Hidden | Elements Modified | Transition Into This State | |---------|---------------|-----------------|------------------|---------------------------| | [Context — e.g., Exploration / Combat / Dialogue / Cinematic / Menu open / Death / Loading / Tutorial / Boss] | [Shown] | [Hidden] | [Modified] | [Transition timing + trigger] | --- ## 6. Information Hierarchy > Assign every element a priority tier (MUST KEEP / SHOULD KEEP / CAN HIDE / > ALWAYS HIDE) with reasoning. See guide Section 6 for a worked example. | Element | Priority Tier | Reasoning | What Replaces It If Hidden | |---------|--------------|-----------|---------------------------| | [Element] | [MUST KEEP / SHOULD KEEP / CAN HIDE / ALWAYS HIDE] | [Why] | [Fallback channel or N/A] | --- ## 7. Visual Budget > These numbers are hard limits, not guidelines. Every element addition that > would breach a limit requires explicit approval and must displace or reduce an > existing element. See guide Section 7 for how to apply the budgets. | Budget Constraint | Limit | Measurement Method | Current Estimate | Status | |------------------|-------|--------------------|-----------------|--------| | Maximum simultaneous active HUD elements | [8] | [Count all visible, non-faded elements at any one frame] | [TBD — verify at implementation] | [To verify] | | Maximum % of screen occupied by HUD (exploration mode) | [12%] | [Pixel area of all HUD elements / total screen pixels] | [TBD] | [To verify] | | Maximum % of screen occupied by HUD (combat mode) | [22%] | [Same method — combat adds ammo, crosshair, enemy bars] | [TBD] | [To verify] | | Maximum % of center screen zone (40% of screen W/H) occupied | [5%] | [Only crosshair and interaction prompt allowed here] | [TBD] | [To verify] | | Minimum contrast ratio — HUD text on any background | [4.5:1 (WCAG AA)] | [Measured against the darkest and lightest game world areas the element will appear over] | [TBD] | [To verify] | | Maximum opacity for HUD background panels | [65%] | [Opacity of any panel behind HUD text — must preserve world visibility through panel] | [TBD] | [To verify] | | Minimum HUD element size at minimum supported resolution | [40px for icons, 18px for text] | [Measure at lowest target resolution] | [TBD] | [To verify] | --- ## 8. Feedback & Notification Systems > One row per notification type. Every notification must have queue/priority > behavior defined. See guide Section 8 for a worked example table and queue rules. | Notification Type | Trigger System | Screen Position | Duration (ms) | Animation In / Out | Max Simultaneous | Priority | Queue Behavior | Dismissible? | |------------------|---------------|-----------------|--------------|-------------------|-----------------|----------|---------------|-------------| | [Type] | [System] | [Zone] | [ms] | [In / out animation + timing] | [N] | [Priority] | [Queue/merge/preempt behavior] | [Yes/No] | **Notification queue rules**: 1. [Combat-aware queue rule — which priorities are held during combat and how the queue flushes] 2. [Merge rule — when identical notification types merge into one] 3. [Critical bypass rule — which notifications are never queued, never merged] --- ## 9. Platform Adaptation > Every target platform requires explicit layout testing before certification. > See guide Section 9 for a worked example. | Platform | Safe Zone | Resolution Range | Input Method | HUD-Specific Notes | |----------|-----------|-----------------|-------------|-------------------| | [Platform] | [Margin] | [Min–max resolution] | [Input] | [Platform-specific HUD constraints] | **HUD repositionability requirement**: Players must be able to reposition at minimum the following elements using an in-game HUD layout editor (required for accessibility compliance on console): - [Health bar] - [Minimap] - [Ability bar (if present)] Repositioning saves to player profile, not to a single slot. Applies across play sessions. --- ## 10. Accessibility > HUD-specific requirements only — refer to the project's > `design/accessibility-requirements.md` for the full project standard. ### 10.1 Colorblind Modes | Element | Color-Only Information Risk | Colorblind Mode Fix | |---------|----------------------------|---------------------| | [Element] | [Where color alone carries meaning] | [Non-color alternative: shape, icon, symbol, text] | ### 10.2 Text Scaling [Describe what happens at 150% UI text scale: which elements reflow, clip, or are architecturally blocked from scaling — see guide Section 10 for an example narrative] **Text scaling test matrix**: | Element | 100% (baseline) | 125% | 150% | Overflow behavior | |---------|----------------|------|------|-------------------| | [Element] | [Pass/Fail/TBD] | [Pass/Fail/TBD] | [Pass/Fail/TBD] | [What happens on overflow] | ### 10.3 Motion Sensitivity | Animation / Motion Element | Severity | Disabled by Reduced Motion Setting? | Replacement Behavior | |---------------------------|----------|-------------------------------------|---------------------| | [Animated element] | [Mild/Moderate/High] | [Yes/No/Optional] | [Static replacement] | ### 10.4 Subtitles Specification > Subtitles are the highest-impact accessibility feature in the HUD. Specify them > with the same rigor as the rest of the HUD. Do not leave subtitle behavior to > implementation discretion. - **Default setting**: [ON or OFF — document your game's default and the rationale. Industry standard is ON by default.] - **Position**: [Zone, alignment, relationship to safe zone margin] - **Max characters per line**: [e.g., 42 characters — the readable limit at minimum text size on TV viewing distance] - **Max simultaneous lines**: [e.g., 2 lines before scrolling] - **Speaker identification**: [Name display method — never rely on color alone] - **Background**: [Panel treatment ensuring contrast against any game world background] - **Font size minimum**: [px at reference resolution — scales with text scale setting] - **Line break behavior**: [Break at natural language pause points — never mid-word] - **Subtitle persistence**: [Hold duration relative to spoken line — never disappear while audio is still playing] - **Non-dialogue captions**: [Whether ambient sounds, music, and SFX are captioned, and where these appear] ### 10.5 HUD Opacity and Visibility Controls The following player-adjustable settings must be available from the Accessibility menu: | Setting | Range | Default | Effect | |---------|-------|---------|--------| | [HUD Opacity — Global] | [0% (HUD hidden) to 100%] | [100%] | [Scales all HUD element opacities simultaneously] | | [HUD Text Scale] | [75% to 150%] | [100%] | [Scales all HUD text elements; layout adapts] | | [Damage Number Visibility] | [On / Off] | [On] | [Enables or disables all floating damage numbers] | | [Minimap Visibility] | [On / Off / Compass Only] | [On] | [Compass strip shown as fallback when minimap off] | | [Notification Verbosity] | [All / Important Only / Off] | [All] | [All = all toasts; Important Only = quest + level up; Off = no toasts] | | [Motion Reduction] | [On / Off] | [Off] | [When On, replaces all animated HUD transitions with instant state changes] | | [High Contrast Mode] | [On / Off] | [Off] | [Applies high contrast visual theme to all HUD elements — see art bible for HC variants] | --- ## 11. Tuning Knobs > Document all tunable parameters before implementation so the programmer knows > which values to externalize. See guide Section 11 for a worked example. | Parameter | Current Value | Range | Effect of Increase | Effect of Decrease | Player Adjustable? | Notes | |-----------|-------------|-------|-------------------|-------------------|-------------------|-------| | [Parameter] | [Value] | [Min–max] | [Effect] | [Effect] | [Yes/No + how exposed] | [Tuning notes] | --- ## 12. Acceptance Criteria > These criteria are the certification checklist for the HUD. Every item must > pass before the HUD can be marked Approved. QA must be able to verify each > item independently. **Layout & Visibility** - [ ] All HUD elements are within platform safe zone margins on all target platforms - [ ] No two HUD elements overlap in any documented gameplay context - [ ] HUD occupies less than [12]% of screen area in exploration context (measure at reference resolution) - [ ] HUD occupies less than [22]% of screen area in combat context - [ ] No HUD element occupies the center [40]% of screen during exploration (crosshair excepted during combat) - [ ] All HUD elements are visible and legible at minimum supported resolution on all platforms **Per-Context Correctness** - [ ] HUD correctly shows only specified elements in every context defined in Section 5 - [ ] Context transitions (combat enter/exit, dialogue, cinematic) show correct elements within transition timing spec - [ ] Boss health bar appears correctly on boss encounter trigger and disappears after boss defeat - [ ] Death state correctly hides all gameplay HUD elements **Accessibility** - [ ] All HUD text elements meet 4.5:1 contrast ratio against all backgrounds they appear over (test light AND dark scenes) - [ ] No HUD element uses color as the ONLY differentiator (verify: remove color from each element and confirm information is still communicated) - [ ] Subtitles appear for all voiced lines and ambient dialogue when subtitle setting is enabled - [ ] Subtitle text never disappears while audio is still playing - [ ] Reduced Motion setting disables all HUD animations listed in Section 10.3 - [ ] Text Scale 150% does not cause any HUD text to overflow its container or overlap another element - [ ] All player-adjustable HUD settings in Section 10.5 are functional and persist between sessions **Notifications** - [ ] Notifications of the same type that fire within 500ms merge into a single notification - [ ] Low-priority notifications are queued (not displayed) during combat and released post-combat - [ ] Critical warnings (low health, hazard) appear immediately regardless of queue state or combat state - [ ] No more than [3] notification toasts are visible simultaneously - [ ] Notification queue is cleared correctly on level transition (no stale notifications from previous area) **Platform** - [ ] All elements respect 10% safe zone margins on console (test on physical TV — not monitor) - [ ] HUD displays correctly at 1280x720 (Steam Deck) with no element clipping or overlap - [ ] HUD elements are repositionable (Health, Minimap, Ability Bar) and reposition settings persist - [ ] Controller disconnection during play does not cause HUD state corruption --- ## 13. Open Questions > Track unresolved design questions here. All questions must be resolved before > the HUD design document can be marked Approved. See guide Section 13 for > example questions. | Question | Owner | Deadline | Resolution | |----------|-------|----------|-----------| | [Add question] | [Owner] | [Deadline] | [Resolution] |