Game HUD with challenging limitations
Play and create UI on a custom engine
I led the design for HiberWorld's comprehensive game UI, covering both play and creation experiences. The goal was a scalable, responsive HUD suitable for low-end devices. Adhering to the engine's GUI system limitations pushed us to find creative solutions.
- Role
- UX Designer, design lead for game UI
- Timeframe
- 2022 — 2024
- Status
- Shipped and still live
HiberWorld game UI across six different worlds on mobile, showing play mode HUD
Context
I began working with HiberWorld's new custom engine shortly after the platform transitioned away from its old JavaScript-based engine. My task was to create the UI for all the new features we had planned.
When I joined the team, the UI was in its early stages with basic functionality and several usability issues. The desktop UI was merely a scaled-up version of the mobile UI.
Constraints
The limitations shaped every decision that follows.
Low-end devices
A significant portion of our players were teens in India on low-end devices, or kids in the US playing on iPads. The UI had to stay responsive across very different screen sizes.
Culturally inclusive
A broad international audience meant the interface could not lean on local idioms.
One UI developer
We had a single developer working on the game UI in C++ and Noesis, so every implementation took longer and had to be worth the cost.
An older GUI framework
The version of Noesis we used lacked basic functionality like drop shadows and animations, which ruled out a lot of conventional polish.
Startup pace
As a small startup we had to deliver quickly while juggling multiple projects, so changes had to be incremental rather than wholesale.
Two modes, one system
The same UI language had to serve playing a world and building one, on both phone and desktop, in portrait and landscape.
The problem
The existing interface had accumulated the usual early-stage problems: it worked, but it fought the player. Contrast failed against bright backgrounds, button states were ambiguous, and controls were larger than they needed to be, leaving no room for the features we had planned.
Because the desktop layout was a scaled-up mobile layout, neither felt designed for the device it was on.
- Poor contrast against bright backgrounds
- No clear button states
- Unnecessarily large buttons, leaving little room for new functionality
- Icons inconsistent in size, weight and style
- Desktop UI was a scaled-up version of the mobile UI
Solution
Given the limitations, I couldn't be bold with the design choices, so the focus went into simple, clear and consistent UI elements. That constraint turned out to be clarifying rather than limiting.
Buttons were resized and repositioned for logical grouping and for the features we knew were coming. Placement followed phone ergonomics and a grid system for alignment and spacing, so the same rules held whether the player was on a phone in portrait, a phone in landscape, or a desktop browser.
I explored each layout in parallel directions — one driven purely by grouping, one by thumb ergonomics, one by strict grid alignment — and compared them against real worlds rather than empty mockups.
Three parallel create mode layout directions labelled All, Ergonomics and Grid
Play mode UI in portrait and landscape orientation on small screens
Alternative hotbar designs and the tap hotbar slot info panel
Building it
I collaborated closely with the developer and the product owner to make incremental improvements without derailing other priorities. Working inside one engineer's capacity meant sequencing changes so each one shipped on its own rather than waiting for a big release.
We iterated continuously based on internal testing, player feedback and the arrival of new tools and features. Despite the technical constraints, the resulting interface is scalable, clear and consistent.
- Engine
- Custom C++ engine with Noesis for GUI
- UI implementation
- One dedicated engine developer
- My scope
- Design lead for game UI across play and create modes
- Approach
- Incremental shipping, continuous iteration
Results
| Result | Metric | How measured |
|---|---|---|
| 5M+ | Virtual worlds created | Platform totals since 2022, when the new UI shipped |
| 40+ min | Average daily time per registered user | Platform analytics |
The UI has supported the creation of over five million virtual worlds since 2022. It is still live — you can try it yourself on HiberWorld.
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