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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
In short

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
Choose this package

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
Choose this package

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
Choose this package

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

ScopeHUD and MenusGame UIUI with Icon Set
Screensup to 4 plus HUDup to 10up to 16
Iconsnoneup to 20up to 60
Component librarybasicyesyes
Gamepad promptsnoneyesyes
UI style guidenonenoneyes
Timeline2-3 weeks4-5 weeks6-8 weeks

How we design game UI

  1. Brief1-2 days

    Genre, platforms, controls, resolutions and a list of screens.

    1
  2. Architecture2-4 days

    A screen map and information hierarchy: what is always visible and what lives in menus.

    2
  3. Wireframes3-5 days

    Grey screen layouts on game screenshots, without style.

    3
  4. Style1-3 weeks

    Frames, typefaces, colours and icons across every screen.

    4
  5. Export2-4 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. 1

    Number of screens

    Each screen is a separate layout, set of states and export.

  2. 2

    Icons

    Icons drawn from scratch in one style are a major part of the work in games with inventories.

  3. 3

    Platforms and controls

    Versions for touch, gamepad and monitor need separate layouts of key screens.

  4. 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

Each interface element has a different job and different technical requirements.
ElementJobWhat we watch for
HUDthe player's state at any momentlegible on any background, never covering the action
Main menufirst impression and starting the gamethe mood of the world, a quick route into play
Inventorymanaging itemsgrid, item comparison, gamepad navigation
Dialogueconversations and choiceslong text and translations into other languages
Settingsgraphics, audio, controls, accessibilityclear options, text size
Iconsquick information without texttelling 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.