Gameplay UI/UX screen
Budget / Salary₹600–1,500
TypeFreelance project
LocationRemote
Posted2 hours ago
Hey! We need a complete HUD Design System for THUG. To keep the gameplay feeling crisp, we aren't just making flat pictures—every button/icon needs visual states so the player instantly knows when an action is ready, active, cooling down, or locked.
The Core Design System (Mandatory Rules)
Before making individual icons, set up a Master Button Frame System that applies to all buttons:
Normal / Idle: Default ready state.
Active / Pressed: Glowing, highlighted, or toggled on.
Cooldown: Darkened background with a visual timer overlay (radial fill or progress ring).
Disabled / Locked: Grayed out with a subtle lock indicator.
Notification / Alert: Pulsing border or glow effect when an ability becomes ready.
Complete Gameplay Asset List
1. Core Action & Movement (13 Icons)
Must include press/active states.
Fire (Normal / Press / Overheat-Cooldown)
ADS / Scope (Idle / Active)
Sprint (Idle / Active)
Jump (Idle / Press)
Crouch (Idle / Active)
Prone (Idle / Active)
Reload (Idle / Progressing)
Weapon Swap (Idle / Switching)
Grenade (Ready / Cooking / Cooldown)
Medkit (Ready / Using / Cooldown)
Interact Hand (Idle / Target Available)
Melee Attack (Idle / Attack)
2. Ability & Mode Buttons (3 Main Ability Systems)
Each button needs 7 states: Normal, Charging, Ready, Cooldown, Active, Interrupted, and Locked.
Tactical Ability
Ultimate Ability
Betray Mode
3. Weapon Category Icons (8 Icons)
Used for HUD weapon slots and kill feeds.
Assault Rifle
SMG
Sniper
Pistol
Shotgun
LMG
Knife
Grenade
4. Player Status & Effect Badges (17 Badges)
Small status indicators near the health bar or center screen.
Health & Life: Health, Armor, Shield, Low Health, Healing, Reviving, Revive Needed, Dead
Buffs & Protection: Invincible, Invisible
Crowd Control (CC): Silenced, Stunned, Poisoned, Burning, Frozen, Slowed
Detection: Revealed / Detected
5. Buffs & Debuffs (20 Icons)
Minimalist status icons displayed above the health frame.
Buffs (11): Speed Boost, Damage Boost, Fire Rate Boost, Shield Boost, Extra Life, Accuracy Boost, Ultimate Charge, Ability Charge, Healing Boost, XP Boost, Treasure Bonus
Debuffs (9): Poison, EMP, Slow, Blind, Root (Immobilized), Suppress, Burn, Shock, Weakness, Bleeding
6. Communication & Pings (13 Icons)
Audio (4): Mic On, Mic Mute, Speaker, Voice Chat Active
Social & Ping Wheel (9): Quick Chat, Ping, Enemy Spotted, Danger, Need Help, Attack, Defend, Retreat, Treasure, Watch Here
7. Match Status & Objectives (11 Icons)
Match State: Round, Victory, Defeat, Draw, Countdown, Timer
Objectives: Objective, Checkpoint, Capture, Unlock, Locked
8. Specialized Mechanics (13 Icons)
Betray System (6): Betray Meter, Betray Ready, Betray Activated, Betray Success, Betray Failed, Target / Traitor Indicator
Treasure System (7): Treasure, Treasure Locked, Treasure Unlocking, Treasure Captured, Treasure Defending, Treasure Bonus, Treasure Progress Bar
9. Player Metrics & Minimap (23 Elements)
HUD Gauges & Stats (12): Health Bar Frame, Armor Bar Frame, Lives Counter, Coins, XP Bar, Kills, Deaths, Assists, Ultimate %, Ability %, Ping (MS), FPS Counter
Minimap Markers (11): Player Dot, Enemy Dot, Teammate Dot, Treasure Icon, Objective Marker, Ability Zone Circle, Ping Marker, Danger Marker, Dead Teammate, Revive Icon, Incoming Grenade / Explosion Alert
10. Kill Feed Badges (10 Small Icons)
Monochrome, clean vector badges for top-corner feed logs.
Rifle Kill, SMG Kill, Sniper Kill, Pistol Kill, Grenade Kill, Ability Kill, Ultimate Kill, Headshot, Suicide, Betrayal Kill
Final Asset Export Format Requested
Format: PNG (3x/2x resolution, transparent background) + Vector Source Files (Figma, Adobe XD, or Illustrator).
Sprite Sheets: Grouped by section for easy UI engine binding.
Color Palette: Standardized HUD colors (e.g., Bright Red for Enemies/Danger, Cyan/Green for Team/Health, Yellow/Gold for Treasure/Ultimate).
The Core Design System (Mandatory Rules)
Before making individual icons, set up a Master Button Frame System that applies to all buttons:
Normal / Idle: Default ready state.
Active / Pressed: Glowing, highlighted, or toggled on.
Cooldown: Darkened background with a visual timer overlay (radial fill or progress ring).
Disabled / Locked: Grayed out with a subtle lock indicator.
Notification / Alert: Pulsing border or glow effect when an ability becomes ready.
Complete Gameplay Asset List
1. Core Action & Movement (13 Icons)
Must include press/active states.
Fire (Normal / Press / Overheat-Cooldown)
ADS / Scope (Idle / Active)
Sprint (Idle / Active)
Jump (Idle / Press)
Crouch (Idle / Active)
Prone (Idle / Active)
Reload (Idle / Progressing)
Weapon Swap (Idle / Switching)
Grenade (Ready / Cooking / Cooldown)
Medkit (Ready / Using / Cooldown)
Interact Hand (Idle / Target Available)
Melee Attack (Idle / Attack)
2. Ability & Mode Buttons (3 Main Ability Systems)
Each button needs 7 states: Normal, Charging, Ready, Cooldown, Active, Interrupted, and Locked.
Tactical Ability
Ultimate Ability
Betray Mode
3. Weapon Category Icons (8 Icons)
Used for HUD weapon slots and kill feeds.
Assault Rifle
SMG
Sniper
Pistol
Shotgun
LMG
Knife
Grenade
4. Player Status & Effect Badges (17 Badges)
Small status indicators near the health bar or center screen.
Health & Life: Health, Armor, Shield, Low Health, Healing, Reviving, Revive Needed, Dead
Buffs & Protection: Invincible, Invisible
Crowd Control (CC): Silenced, Stunned, Poisoned, Burning, Frozen, Slowed
Detection: Revealed / Detected
5. Buffs & Debuffs (20 Icons)
Minimalist status icons displayed above the health frame.
Buffs (11): Speed Boost, Damage Boost, Fire Rate Boost, Shield Boost, Extra Life, Accuracy Boost, Ultimate Charge, Ability Charge, Healing Boost, XP Boost, Treasure Bonus
Debuffs (9): Poison, EMP, Slow, Blind, Root (Immobilized), Suppress, Burn, Shock, Weakness, Bleeding
6. Communication & Pings (13 Icons)
Audio (4): Mic On, Mic Mute, Speaker, Voice Chat Active
Social & Ping Wheel (9): Quick Chat, Ping, Enemy Spotted, Danger, Need Help, Attack, Defend, Retreat, Treasure, Watch Here
7. Match Status & Objectives (11 Icons)
Match State: Round, Victory, Defeat, Draw, Countdown, Timer
Objectives: Objective, Checkpoint, Capture, Unlock, Locked
8. Specialized Mechanics (13 Icons)
Betray System (6): Betray Meter, Betray Ready, Betray Activated, Betray Success, Betray Failed, Target / Traitor Indicator
Treasure System (7): Treasure, Treasure Locked, Treasure Unlocking, Treasure Captured, Treasure Defending, Treasure Bonus, Treasure Progress Bar
9. Player Metrics & Minimap (23 Elements)
HUD Gauges & Stats (12): Health Bar Frame, Armor Bar Frame, Lives Counter, Coins, XP Bar, Kills, Deaths, Assists, Ultimate %, Ability %, Ping (MS), FPS Counter
Minimap Markers (11): Player Dot, Enemy Dot, Teammate Dot, Treasure Icon, Objective Marker, Ability Zone Circle, Ping Marker, Danger Marker, Dead Teammate, Revive Icon, Incoming Grenade / Explosion Alert
10. Kill Feed Badges (10 Small Icons)
Monochrome, clean vector badges for top-corner feed logs.
Rifle Kill, SMG Kill, Sniper Kill, Pistol Kill, Grenade Kill, Ability Kill, Ultimate Kill, Headshot, Suicide, Betrayal Kill
Final Asset Export Format Requested
Format: PNG (3x/2x resolution, transparent background) + Vector Source Files (Figma, Adobe XD, or Illustrator).
Sprite Sheets: Grouped by section for easy UI engine binding.
Color Palette: Standardized HUD colors (e.g., Bright Red for Enemies/Danger, Cyan/Green for Team/Health, Yellow/Gold for Treasure/Ultimate).
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