Game UI Design
Design game interfaces that stay clear under pressure and feel great to use, from the HUD to the inventory screen
About this course
This course teaches the layout, hierarchy, feedback design, and engine handoff that separate a professional game UI from a cluttered overlay. You will learn the four-part diegesis matrix (diegetic, non-diegetic, spatial, meta) and use it to decide where every element belongs, design HUDs around safe zones and the player's combat focus, and make health bars, ammo counters, and minimaps legible at speed and on a TV across the room. You will structure inventory grids, radial menus, and pause screens around real interaction costs, then bring it all to life with state feedback, screen shake, hit-stop, and tween timing that designers call juice. Finally you will prepare clean specs and 9-slice assets so your work survives the handoff into Unity or Unreal. By the end you can take a game from a paper HUD sketch to a readable, responsive, good-feeling interface ready to build.
Curriculum
Module 1: Foundations: What Game UI Is and the Diegesis Matrix
- How game UI differs from app and web designPreview
- The diegesis matrix: diegetic, non-diegetic, spatial, meta🔒
- Layout fundamentals: safe zones, hierarchy, and focal point🔒
Module 2: Designing the HUD and Core Indicators
- Health bars and resource meters that read instantly🔒
- Ammo, cooldowns, and the language of feedback states🔒
- Minimaps, objective markers, and spatial UI🔒
Module 3: Menus, Inventory, and Interaction Flow
- Inventory systems and grid-based layouts🔒
- Menus, radial wheels, and designing for the gamepad🔒
- Pause, settings, onboarding, and interaction cost🔒
Module 4: Game Feel, Feedback, and the Engine Handoff
- Feedback states and juice: making UI feel alive🔒
- Visual style, art direction, and consistency🔒
- Preparing assets and handing off to Unity or Unreal🔒