← showcases · case 04 · Greenfield · surface: game UI (console + handheld)

drift — input first, readable at distance

HUD and menus for a third-person action game. Safe zones, controller prompts, redundant status encoding, and motion safety are the system; a handheld build reads both the Game UI and Mobile App supplements, and each rule stays attributed to its source.

safe zones controller-first prompts color + shape + icon flash / motion limits portrait + landscape

Context

Who: players on a TV at three meters, on a monitor at one meter, and on a handheld at thirty centimeters. Jobs: read status at a glance, act without looking away, pause and adjust without losing the thread. Constraints: real-time input, overscan and cutouts, color-vision variety, photosensitivity. Menus are the calm surface of the same system.

HUD scene

State: Overlays:
Simulations:
objective
Reach the relay tower
signal 2 of 3 · 640 m
engaged
Break line of sight
3 hostiles · west ridge
health
8618
shield
64
▲ burning · 4s ◆ bleeding ● sprint ready
Q
E
R
A vault  B dodge
-42 -17
VEGA: The relay is awake — something answered it.
title safe
action safe

Health is color + length + number; “burning” is a glyph + word; the only flashing element is simulation-labeled and removed under reduce-flash. The reticle never carries state on its own.

Menus

Pause and settings share one layout grammar and one focus model; the focused row is visible without color and always keeps its label.

Handheld

A handheld game is also a mobile surface: touch ergonomics, device safe areas, and orientation come from the Mobile supplement; HUD priority and input prompts stay game rules. Portrait is the layout for menus and inventory, landscape for play.

72
thumb zone
abilities
VEGA: Keep to the tree line.
menu · inventory
Loadout
Pulse rifle 3
Shield cell 2
Signal flare 1
menu
select

Typography

Games need three roles, and the showcase page itself obeys them: this paragraph is set in the text face, the headings and labels around it are the UI face, and the accent face is reserved for moments.

DRIFT PROTOCOL 07display / effect · Chakra Petch 700
objective · reach the relayUI · Chakra Petch 600, tabular numerals
The relay is awake — something answered it.text · IBM Plex Sans 400
HEALTH 018 · SHIELD 064 · AMMO 210counters · tabular, never jitter
  • The effect face never carries instructions and never drops below the minimum readable size for its distance.
  • Reading text stays out of the HUD: dialogue, codex, and help use the text face at proper measure.
  • Numerals are tabular wherever a value can change, so counters do not shift width as they tick.

Color

The HUD palette below is the whole color system: three status hues, one objective hue, one loot hue, and neutrals. Every status also carries a glyph and a word, so colorblind modes change the palette, not the meaning.

Components and states

HUD elements

▲ burning · 4s Q Avault

Bar, chip, ability, prompt, reticle, subtitle — each with a fixed anchor in the safe zone.

Menu item states

Touch button states

A A A

Default, pressed, cooldown — press state is feedback, cooldown is a value, neither depends on color.

Subtitle and callouts

VEGA: The relay is awake — something answered it.

Speaker identified by name, size adjustable, background always legible over gameplay.

Motion and accessibility

Motion budget

  • Press feedback 80 ms, hit confirmation 100 ms, menu transitions 200 ms — feedback is immediate and proportional.
  • Discrete states cut; nothing tweens a value that is not continuous.
  • Reduce motion and reduce flash stop every decorative loop, including the minimap sweep and the health vignette.
  • Flash frequency and area are bounded by default; the flash in the scene is an opt-in, labeled simulation.

Accessibility

  • Subtitles on by default where voice carries plot, with speaker names and adjustable size.
  • Remappable controls and a full colorblind mode that swaps the palette while glyphs and words stay.
  • UI text scales where the platform allows; the minimum size is tested at the smallest supported resolution.
  • Menus are keyboard- and controller-navigable with a focus state that does not rely on color.

Verification

Live probes

running…

HUD containment inside the action-safe area, minimum text size, and the grayscale-distinct path are asserted on this page.

Contrast

PairratioNote

Computed against the dark HUD scrim; status colors are additionally backed by glyph and word, so a failing pair is never the only signal.