Responsive Realistic Game UI Kit
Budget / SalaryHourly project
TypeFreelance project
LocationRemote
Posted2 hours ago
I’m ready to give my game a polished, realistic interface and need a full UI kit built from the ground up. You’ll take the art direction and in-game references I supply and turn them into a cohesive, resolution-independent package that works equally well on PC (mouse-keyboard or controller) and mobile touch screens.
Scope
• Main Menu suite: title, continue/load, options, credits and quit.
• HUD overlay: anchored, scalable health bar, mini-map and experience gauge that sit comfortably above gameplay without obscuring view.
• Inventory & character panels: drag-and-drop item slots, stat readouts, filters and sorting—styled so new gear or character types can be added later.
• Settings pages: audio, graphics, controls with responsive sliders/toggles that respect both desktop and mobile UX conventions.
• Reusable components: buttons, tooltips, modal windows, icon frames and notification pop-ups delivered as modular assets so I can expand the UI as new features ship.
Key Requirements
• Art style: Realistic—clean lines, subtle gradients, restrained effects to match the game’s world.
• Fully responsive: single asset set scales cleanly from phone screens to 4K monitors.
• Input flexibility: seamless transition between mouse, touch and controller navigation.
• Readable typography: screen-safe fonts, clear hierarchy, consistent padding.
• Performance-minded: texture atlases, minimal draw calls, lightweight animations.
• Source files & implementation: layered design files (Figma, PSD or Sketch) plus exported sprites/SVGs and prefab/widget setups ready to drop into the current project.
Acceptance
The kit is considered complete when every listed screen is functional in-engine, scales without overlap on common aspect ratios, and each control can be reached by mouse, tap or gamepad within three clicks or taps.
I already have a generated world and placeholder UI, so you can reference existing layouts and hit the ground running.
Scope
• Main Menu suite: title, continue/load, options, credits and quit.
• HUD overlay: anchored, scalable health bar, mini-map and experience gauge that sit comfortably above gameplay without obscuring view.
• Inventory & character panels: drag-and-drop item slots, stat readouts, filters and sorting—styled so new gear or character types can be added later.
• Settings pages: audio, graphics, controls with responsive sliders/toggles that respect both desktop and mobile UX conventions.
• Reusable components: buttons, tooltips, modal windows, icon frames and notification pop-ups delivered as modular assets so I can expand the UI as new features ship.
Key Requirements
• Art style: Realistic—clean lines, subtle gradients, restrained effects to match the game’s world.
• Fully responsive: single asset set scales cleanly from phone screens to 4K monitors.
• Input flexibility: seamless transition between mouse, touch and controller navigation.
• Readable typography: screen-safe fonts, clear hierarchy, consistent padding.
• Performance-minded: texture atlases, minimal draw calls, lightweight animations.
• Source files & implementation: layered design files (Figma, PSD or Sketch) plus exported sprites/SVGs and prefab/widget setups ready to drop into the current project.
Acceptance
The kit is considered complete when every listed screen is functional in-engine, scales without overlap on common aspect ratios, and each control can be reached by mouse, tap or gamepad within three clicks or taps.
I already have a generated world and placeholder UI, so you can reference existing layouts and hit the ground running.
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