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Game UI design: HUD, menus, inventory and icons ready for your game engine
We design game interfaces: HUD, menus, inventory, shops, dialogue and icons that read on a monitor, a TV and a phone screen. Elements are delivered cut for 9-slice and packed into atlases, ready for Unity, Unreal or Godot. A HUD and menus start at 2,400 PLN net.
- Price
- from 2,400 PLN
- Timeline
- 2-3 weeks
- Copyright
- Full
How much does game UI design cost?
A HUD and core menus start at 2,400 PLN net, a complete interface of up to 10 screens at 5,400 PLN, and an extensive UI with up to 60 icons at 9,600 PLN. No, we design and prepare the files. Elements cut for 9-slice, atlases and behaviour notes go to the programmer who implements them in Unity, Unreal or Godot.
- Price
- from 2,400 PLN
- Timeline
- 2-3 weeks
What you get in a game UI project
We show every screen on a game screenshot at the target resolution before preparing the export.
HUD
Resource bars, indicators, minimap, notifications and prompts, laid out so they do not cover the action.
Menu screens
Main menu, pause, settings, inventory, shop, dialogue and results screens.
Components
Buttons, tabs, sliders, fields and windows in normal, hover, pressed, selected and inactive states.
Icons
Item, ability and status icons in one style and one size grid.
Engine files
Panels cut for 9-slice, atlases, PNGs at several scales and a description of margins.
Figma file
A component library and every screen, with notes on behaviour and animation.
An interface players do not notice, because it simply works
Good game UI is visible and invisible at once. Players read their health, ammo or an ability cooldown in a split second, and the interface does not cover the action or break the mood of the world. Players notice bad UI immediately: when they hunt for an option in a menu, confuse icons or cannot see the health bar against a bright background.
We design game UI from the information, not from decoration. First we agree what players need to know at all times, what only sometimes and what can live in a menu. Only then do we choose frames, typefaces and icons that fit the game world.
Game UI is also a technical project. Panels must scale to different resolutions without stretching their corners, icons must read at several sizes, and buttons need states for mouse, gamepad and touch. We deliver files prepared so your programmer does not have to cut or fix them.
The design is built in Figma as a library of components and screens, and exported graphics go into the engine. If the game uses pixel art or a hand-drawn style, we design the interface in the same language, together with the rest of the art.

Game UI glossary
9-slice
A panel cut into nine parts where the corners stay fixed and the sides and centre stretch, so one image works for windows of any size.
Atlas
One file with many interface elements, from which the engine takes the pieces it needs. It reduces draw calls.
Safe area
The part of the screen where UI is safe from phone notches and TV edges.
Button prompts
Key and gamepad button icons that change depending on what the player is using.
Diegetic UI
Information shown inside the game world, such as an ammo counter on the weapon, instead of on a screen overlay.
Packages and prices
Net prices. Anything beyond a package is quoted before we start.
HUD and Menus
The core interface: a HUD and the key menu screens in the style of your game.
from2,400 PLN
2-3 weeks
- HUD with resource bars and indicators
- Main menu, pause and settings, up to 4 screens
- Buttons and panels in every state
- 9-slice export and an atlas
- Figma file
Most chosen
Game UI
A complete game interface with inventory, shop and dialogue, ready to implement.
from5,400 PLN
4-5 weeks
- Up to 10 screens: HUD, menus, inventory, shop, dialogue and results
- Component library in Figma
- Up to 20 icons
- Button prompts for keyboard and gamepad
- 9-slice export, atlases and behaviour notes
UI with Icon Set
An extensive interface with a full icon set and a UI style guide for your team.
from9,600 PLN
6-8 weeks
- Up to 16 screens
- Up to 60 item, ability and status icons
- UI style guide with rules and examples
- Versions for monitor and touch screens
- Figma prototype of screen transitions
- Engine export and source files
Net prices in PLN, starting from the amount shown for the scope described. We reserve about 15% of the project time for revisions, so a bigger project gets proportionally more time for changes. Anything beyond the package is quoted before we start.
Package comparison
| Scope | HUD and Menus | Game UI | UI with Icon Set |
|---|---|---|---|
| Screens | up to 4 plus HUD | up to 10 | up to 16 |
| Icons | none | up to 20 | up to 60 |
| Component library | basic | yes | yes |
| Gamepad prompts | none | yes | yes |
| UI style guide | none | none | yes |
| Timeline | 2-3 weeks | 4-5 weeks | 6-8 weeks |
How we design game UI
Brief1-2 days
Genre, platforms, controls, resolutions and a list of screens.
1Architecture2-4 days
A screen map and information hierarchy: what is always visible and what lives in menus.
2Wireframes3-5 days
Grey screen layouts on game screenshots, without style.
3Style1-3 weeks
Frames, typefaces, colours and icons across every screen.
4Export2-4 days
9-slice cutting, atlases, scales and notes for the programmer.
5
We reserve about 15% of the project time for revisions. Most changes come up at the wireframe stage, which is why style is added only once the screen layouts are approved.
What game UI pricing depends on
The price depends mainly on the number of screens and icons and on the number of platforms.
- 1
Number of screens
Each screen is a separate layout, set of states and export.
- 2
Icons
Icons drawn from scratch in one style are a major part of the work in games with inventories.
- 3
Platforms and controls
Versions for touch, gamepad and monitor need separate layouts of key screens.
- 4
Animation
Describing and preparing transition and state animations adds project time.
How not to overpay
- Prepare a prioritised list of screens
- Start with the HUD and menus, add the rest later
- Share a build with placeholder UI
- Order UI together with the game art
Who we design game UI for
Indie studios
When an interface made of grey boxes is waiting for design and launch is getting close.
Mobile games
When the interface has to work with touch and on screens with different proportions.
Games with deep inventories
When an RPG or strategy game has a lot of information to show without overwhelming players.
Console and Steam Deck games
When the interface has to work with a gamepad and on a screen viewed from a distance.
Studios before playtests
When you want to test interface legibility with players before launch.
What to prepare before a game UI project
A build or recording with the current interface helps most, even if it is a placeholder.
0 / 6 ready
- A list of screens and the information the game shows
- Platforms, controls and target resolutions
- A build, footage or screenshots with the current UI
- Engine and UI system, for example UI Toolkit, UMG or Godot Control nodes
- Game art and logo, to match the style
- Games whose interface you like, and why
Game interface elements
| Element | Job | What we watch for |
|---|---|---|
| HUD | the player's state at any moment | legible on any background, never covering the action |
| Main menu | first impression and starting the game | the mood of the world, a quick route into play |
| Inventory | managing items | grid, item comparison, gamepad navigation |
| Dialogue | conversations and choices | long text and translations into other languages |
| Settings | graphics, audio, controls, accessibility | clear options, text size |
| Icons | quick information without text | telling icons apart by shape, not only colour |
Game UI that reads on every screen
Information hierarchy before style
We start interface design with a list of the information the game shows the player, and how often each piece is needed. Health in an action game must always be visible, the map only sometimes, and character stats only in a menu. The HUD and screen layouts follow from that hierarchy.
We make grey wireframes first, on game screenshots. That way you judge the layout rather than the colours, and it is easier to spot that an element covers the action or disappears against a level.
Monitor, TV and phone
The same interface looks different on a monitor up close, on a TV watched from the sofa and on a phone held in the hand. On a TV text must be larger, and on a phone buttons must be finger-sized and stay clear of the screen notch.
That is why we ask early which platforms the game will ship on and design elements that can scale. In the top package we prepare separate versions of the key screens for monitors and touch screens.
Accessibility in the interface
Some players cannot tell certain colours apart, some need larger text, and some play only with a gamepad. An interface that conveys information only through colour, such as a red and green indicator with no difference in shape, simply does not work for some players.
We draw on publicly available game accessibility guidelines, such as the Game Accessibility Guidelines and the Xbox Accessibility Guidelines. In practice that means icons distinguishable by shape, scalable text and menus that work without a mouse.
Motion and feedback in the interface
Game UI responds to the player: a button lights up on hover, the inventory window slides in smoothly, and a new item flashes in the grid. These small animations tell players their action worked and make the game feel polished.
We describe animations in the design: what moves, for how long and with which easing curve, and in the top package we show them in a Figma prototype. Your programmer gets a ready specification instead of guesswork, and you see the effect before implementation.
Files a programmer can drop in without cutting
The interface ends up in the engine, not in Figma. We cut panels for 9-slice and describe the margins, export icons on a size grid and pack elements into atlases. You also get behaviour notes: what happens on hover, click and gamepad selection.
Unity, Unreal and Godot each handle stretching panels in their own way, so before export we ask what the game is built in. That way margins and file names match your project from the start.
Questions before you order
Let us start with a talk about your project
A free online consultation or a quote in the calculator.