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Claude-Code-Game-Studios/.claude/docs/templates/hud-design.md
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DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

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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., ui-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 § HUD Visual Language]

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

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]