← showcases · case 06 · Greenfield · surface: game UI (fantasy RPG)

emberhold — an illuminated manuscript you can fight in

A fantasy RPG HUD and menu system with three typographic registers: Cinzel for titles and damage, Alegreya Sans for every control and counter, Spectral for dialogue and lore. The showcase page itself obeys the same registers — headings, controls, and prose each come from their own face.

display / UI / text faces parchment panels quest + combat states dialogue with prose inventory rarity

Context

Who: players on a TV or monitor, long sessions, one hand on the controller. Jobs: track quests while fighting, read dialogue as prose, compare loot, level up. Constraints: ornate is a feature, but never at the cost of contrast, min-size, or colorblind safety; lore text is long, so the reading face must be comfortable.

Principles

RuleRationale
Three faces, three registersTitles and damage are display; controls and counters are UI; dialogue and lore are text. Mixing registers breaks both mood and readability.
The setting is in the ornament, not the legibilityParchment panels and gold rules carry the fantasy; contrast and min sizes stay at system standard.
Counters never moveTabular numerals for health, mana, gold, and XP, so ticking values do not jitter.
Rarity is shape, color, and labelItem rarity survives colorblind modes and grayscale through frame style and text.

HUD scene

State: Overlays:
Quest · The Ashen Road
Find the warden's seal in the ruined chapel
Survive the ambush at the ford
0 / 1 seal · chapel marked on map
3 raiders · 1 archer on the ridge
[21:04] You strike the raider for 42.
[21:04] Raider hits you for 17.
[21:05] Bleeding · 3 turns remain.
[21:02] Emberhold discovered · +120 XP
Health
64
Mana
48
Stamina
81
1
2
3
4
5
6
Gold
1,240
-42 -17
action safe · 90%

Damage numbers are the display face at its loudest; the combat log is the text face at working size. Neither is used for the other's job.

Dialogue

Dialogue is the reading surface of a game: prose set in the text face at a real measure, choices in the UI face, and the speaker's name in the display face.

WARDEN
ELOWEN
Warden Elowen
The seal was not stolen, child. It was given. The chapel keeps what the village cannot, and the village has been paying in years, not coin — a tithe I have watched for three generations.
“Then I will take it back.” · courage
“Who did the village give it to?” · insight
“Keep it. I want no part of this.” · decline

Inventory and level-up

Inventory · rarity by frame, label, and hue

Rusted
Blade
Warden's
Signet
Seal of
Ash
empty
Elixir
×3
Map
Fragment
empty
Torch
×12
Seal of Ash · epic
+14 will · +6 warding · curse: −10 light
Rarity shows in the frame and the written tier, not only the border color.

Level up

LEVEL 12
Warden · Ashen Road
Vitality+2 Will+3 Endurance+1 Talent point1

Typography

The three faces are tokens; a scene may use two registers at most, and lore never borrows the display face. This page follows the same rule.

EMBERHOLDdisplay · Cinzel 700 — titles, damage, level-up
Health · Mana · Stamina · GoldUI · Alegreya Sans — labels, counters, choices, buttons
The road south is ash and old rain.text · Spectral — dialogue, lore, logs, tooltips that explain
1,240 · 64 / 100 · 48 / 80counters · tabular, right-aligned
  • Cinzel's capitals are display-only: sentence-length text in the display face is unreadable at TV distance.
  • Alegreya Sans carries every interactive label, so controls look like controls across every menu.
  • Spectral is the only face used for prose and tooltip explanations, at a 60–70 character measure.

Color

Parchment, ink, gold, and the three resources. Every resource bar also carries its label and number, so the palette is mood, not meaning.

Components and states

Buttons

Menu item states

Focused · gold border
Default
Locked · reason shown on select

Hotbar slots

1
2
3
4

Ready, available, cooldown, locked — the cooldown shade is a value, not decoration.

Quest states

Active
Find the warden's seal
Complete ✓
Speak with Elowen

Motion and accessibility

Motion budget

  • Damage numbers rise once (1.5 s) and vanish; the value itself cuts, it never counts up.
  • Cameras, panels, and menus move with purpose; nothing loops decoratively in the frame.
  • Reduce motion stops rising numbers and screen shake; reduce flash bounds the damage vignette.

Accessibility

  • Dialogue has a proper reading measure and adjustable size; subtitles identify the speaker.
  • Rarity is frame + written tier + hue, never hue alone; the same holds for damage types.
  • Menus are controller- and keyboard-navigable with a focus state that survives grayscale.
  • Safe-zone containment is verified as a probe, not eyeballed.

Verification

Live probes

running…
PairratioNote

HUD text is measured against its scrim; bars are measured as UI components against their track.