Video game UX and UI basics: How games talk to players
Unity Team - Unity Technologies

A beginner’s guide to video game UI and UX: what a HUD is, the four places interface can live, a simple design process, and accessibility basics every game needs.
Every game is constantly talking to you. A health bar shrinks when you take a hit. A button glows when you can press it. A sound plays when you pick something up. Most of the time you don’t notice any of this, and that’s the point: Good interface design helps you play without getting in the way.
This guide covers video game UI and UX basics for first-time creators: what the interface is made of, the different places it can live, a simple process for designing it, and the accessibility basics that help more people enjoy your game.
UI vs UX: What’s the difference?
Game user interface (UI) design is the planning and creation of everything players use to understand and control a game: menus, buttons, the heads-up display (HUD), icons, prompts, maps, and feedback effects. User experience (UX) is the bigger picture: how easy, clear, and comfortable the whole game feels to use.
The test for both is simple. Good UI lets players focus on playing. Bad UI gets in the way, confuses them, or frustrates them.

A typical, non-diegetic game UI. On the left side, an orange, pill-shaped figure stands on the ground against a backdrop of rolling hills and sunny skies with three clouds. There are two floating platforms. The first is floating in front of the orange pill character; it has three small coins floating above it. To the right is a slightly elevated floating platform with a treasure chest prompting the player to press “E” to open it. At the top of the image, from left to right, are: a health system represented by three hearts (two are full and one is empty); a timer; a counter showing 1,250 coins collected; and a pause icon indicating the game is paused. At the bottom of the image in the center is a UI element showing available items including three carrots, a purple potion, and a golden key. Image generated by Unity Spark (Unity Ultra), October 22, 2026.
The building blocks of a video game interface
Most game interfaces are made of a few familiar pieces:
- The HUD: The information that sits on screen while you play, like health, score, a timer, or a mini-map. Key elements usually sit near the edges of the screen so the center stays clear for the action.
- Menus: The screens you use before and between play – starting a game, changing settings, managing items.
- Prompts: Short hints that tell players what button to press or what they can interact with. Showing prompts saves players from having to memorize everything.
- Feedback: The sounds, animations, and effects that confirm something happened. Every button press needs a visible and audible reaction within a fraction of a second.
Four places your interface can live
Game designers often describe interface by where it exists in relation to the game world. A widely used framework splits it into four types:
Non-diegetic UI
This type of Interface sits outside the game world and is visible only to the player. Most classic HUD elements, like a health bar in the corner, fit here.

Example of a non-diegetic UI for an inventory system rendered in a simple flat style. The left side of the inventory contains 28 slots, organized in four rows of seven. Row 1 contains potions (five red potions, three blue potions, two green potions, and eight teardrop-shaped potions). Row 2 contains weapons (a sword, an axe, and a shield). Row 3 contains materials (12 leaves, eight feathers, two amethysts, four red leaves, and nine metallic cubes). Row 4 contains quest items (one key and one scroll). On the right, a healing draught is highlighted, with options to use, drop, or equip it. Key information is also displayed about the healing draught (it restores 50 health over 3 seconds and can be sold for 25 gold coins). Image generated by Unity Spark (Unity Ultra), October 22, 2026.
Diegetic UI
This type of Interface exists inside the game world, so the characters could see or hear it, too – for example, a health display built into a character’s suit or a map the character actually holds.

Pixel art image demonstrating a diegetic UI. First-person perspective of an in-game map held by a player character wearing a green jacket with furry cuffs and a pair of red mittens. On their left arm, the player wears a bracer with a HUD showing their total health points, represented as a heart and a red bar. In their right hand they hold a lantern with an orange bar indicating the quantity of fuel remaining. Image generated by Unity Spark (Unity Ultra), October 22, 2026.
Spatial UI
Spatial UI elements appears in the game’s 3D space but aren’t part of the world itself, like outlines around teammates or icons floating over characters' heads.
Meta UI
Meta UI elements are effects that communicate through the screen itself, rather than through an object in the game world, like blood spatter or a red flash at the edges when the player takes damage.
Video clip with examples of spatial and meta UI. Two abstract, pill-shaped characters stand on either side of an elevator door. The left figure (ROOK) is rendered in blue with a blue diamond over its head indicating that it is friendly. The right character is red with a warning sign and a partially depleted health bar indicating that it is an enemy. The doorway is marked “REACTOR” and is 140m from the player. The entire scene is surrounded by a flashing red effect indicating that the player is in danger. Video generated by Unity Spark (Unity Ultra), October 22, 2026.
Most games mix several types of UI. Going fully diegetic is especially hard: Putting every piece of information into the world can make a game harder to play, so some compromise is usually needed. If you want an interface that lives in the world, plan for it from the start rather than adding it at the end.
A 7-step process for designing a video game UI
You don’t need to be a designer to plan a clear interface. Here’s a seven-step process to simply design your video game’s UI.
- List inputs and outputs: Write down everything the player must do (move, jump, pause, choose items) and everything the game must tell them (health, score, objective, danger). Decide which devices you’ll support – touch, controller, or keyboard.
- Prioritize: Rank the outputs by importance and how often they change. Critical, constantly changing information goes where it’s easy to see. Rarely used options go in menus.
- Use affordances: Choose shapes, icons, and behaviors that suggest what something does – a raised button looks pressable. Stick to familiar conventions where you can.
- Give instant feedback: Every input needs a visible and audible reaction right away.
- Reduce: Remove anything unnecessary. Can a number become a simple bar? Can some information appear only when it matters, like an ammo counter that shows up when you’re running low?
- Prototype: Sketch quick mock-ups, on paper or onscreen.
- Playtest: Watch people use your interface, note where they hesitate, and repeat.
General principles for clear video game interfaces
A set of widely used usability guidelines translates neatly to games. A few of the most useful:
- Show what’s happening: Let players know whether the game is saved, what’s loading, and how much health they have.
- Use symbols people already know: A heart for health, a map icon for the map.
- Let players go back: Allow them to cancel, undo mistakes, and skip scenes they’ve already seen.
- Stay consistent: The same button should confirm everywhere, and each icon should keep one meaning.
- Prevent mistakes: Ask “Are you sure?” before deleting a save, and gray out actions that aren’t possible.
- Keep it clean: Show only what matters right now.
A few layout tips help, too:
- Keep the center of the screen clear for gameplay.
- Make text readable from the player’s viewing distance – a TV across the room needs bigger text than a phone.
- On phones, use large touch targets; on consoles, make sure every menu works with a controller.
Accessibility basics for video game design
Accessible interface design helps more people play your game, and many of the most effective steps are simple. Game Accessibility Guidelines lists these among its basic, widely applicable recommendations:
- Let players remap controls.
- Use an easily readable default font size and simple, clear language.
- Provide high contrast between text or interface and the background.
- Don’t convey essential information by color alone.
- Don’t convey essential information by sound alone.
- Provide subtitles for important speech, with separate volume controls for effects, speech, and music.
- Make sure every part of the interface works with the same input method as the gameplay.
- Make on-screen buttons large and well spaced, especially on touch screens.
- Offer a choice of difficulty levels, and save players’ settings.
Using color, shape, and sound together is a good habit in general, because it means information isn’t lost if one of those signals is missed.

A standard, customizable settings menu open to the Accessibility options screen. It includes: three different text size options; a subtitles toggle; sliders for controlling individual volume levels for music, sound effects, and speech; a high contrast toggle; and an option to remap controls. Image generated by Unity Spark (Unity Ultra), October 22, 2026.
Good UI vs bad UI in video games
Here’s how small choices add up:

Table comparing good vs bad UI in video games. Image generated by Claude Opus 5.5, October 23, 2026.

Image showing a poorly designed UI. An orange pill-shaped figure stands on the ground against a backdrop of rolling hills and sunny skies with three clouds. Various UI elements are clustered and overlapping in the center of the screen, blocking the player’s view. The text is small and hard to read, as are the menu items in the lower right corner. Image generated by Unity Spark (Unity Ultra), October 22, 2026.
Your game user interface design interface checklist
Before you share your game, ask:
- Can players always see the information they need most?
- Does every action get instant feedback?
- Is anything on screen that doesn’t need to be?
- Is important information shown in more than one way – not just color or sound?
- Can someone new figure out the controls without help?
- Have you watched someone else play it?
Let players focus on playing
The best interfaces feel invisible. They tell players exactly what they need to know, when they need to know it, and then get out of the way. Start with what players must do and see, keep it simple, and test it with real people.
Ready to build your first game UI? You don't need to be a developer. Try Unity Spark, Unity's browser-based, AI game creation platform that allows you to describe your game, refine it in a real web editor, and publish it for others to play.
Header image note: Abstract representation of a blank game design document superimposed on a blue and orange blurred background. Image generated by Claude Opus 5.5, October 7, 2026.