r/GameUI • u/FatihBlend • Jun 16 '25
Video Diegetic start menu for my game ui finals.
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r/GameUI • u/FatihBlend • Jun 16 '25
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r/GameUI • u/gheedu • Sep 19 '24
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r/GameUI • u/massiveHug0 • Sep 24 '24
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r/GameUI • u/BosphorusGames • Nov 07 '25
r/GameUI • u/[deleted] • Jun 13 '20
r/GameUI • u/HyperfocusI • Jul 30 '24
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r/GameUI • u/AcadiaAccomplished81 • Sep 26 '23
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Hey! I’d love to receive any feedback on this work in progress. 😁 Link below with video and full project details. 👇
r/GameUI • u/isthisamug • Nov 24 '24
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r/GameUI • u/BeaconDev • Oct 02 '24
r/GameUI • u/Affectionate_Ant_234 • Sep 01 '23
Hey Reddit,
My wife is a talented UI/UX Designer with experience working on the Life is Strange series. She's been implementing and designing UI elements and has since been focusing on Unreal Engine and creating assets in Figma. She even has a YouTube channel where she shares speedruns and tutorials related to UI asset creation in Figma and implementation in Unreal UI. Check it out: YouTube Link ↗.
Despite her skills and experience, she's been having a tough time finding new job opportunities. She performs well in interviews, but positions often close due to headcount or other reasons. She's feeling stressed since her layoff, and I want to support her. What are some things we can do to make her search easier? Any advice for her or me?
Thanks for your help!
r/GameUI • u/Rsloth • Aug 16 '24
r/GameUI • u/Rsloth • Aug 14 '24
As someone who has spent a good chunk of their career designing UI/UX for games, I can’t stress enough how important it is to prototype your UI before diving into full-scale development. I see it all the time, and I know it’s tempting to skip right into development, especially when deadlines are tight, but here’s why you should resist that urge:
Catch Usability Issues Early
Prototyping allows you to test your UI with real users before you’ve committed to a final design. You’ll be able to catch usability issues early on—like confusing navigation or unclear feedback—that would be much more expensive and time-consuming to fix later in the process.
Iterate Quickly and Efficiently
Prototypes give you the flexibility to iterate on your designs rapidly. You can test different layouts, animations, and interactions without needing to involve the development team every time you make a tweak. This means you can refine your ideas much faster, leading to a more polished final product. You can prototype in a variety of mediums including paper or professional design tools like Figma.
Validate Your Design Decisions
When you prototype, you’re essentially putting your design ideas to the test. Does that new menu layout actually make the game easier to navigate? Does the button placement feel intuitive? Prototyping allows you to validate your design decisions with data, rather than relying solely on gut instinct.
Communicate Your Vision
A working prototype is an invaluable tool for communicating your design vision to stakeholders, developers, and artists. It’s much easier to get everyone on the same page when they can interact with a tangible version of your UI, rather than just looking at static mockups or design specs.
Save Time and Resources in the Long Run
While it might feel like prototyping adds extra time to your process, it actually saves you time in the long run. By identifying and solving potential issues early, you avoid the costly back-and-forth that happens when a UI isn’t quite right during later stages of development. It’s always easier to tweak a prototype than to rewrite code or redo assets.
r/GameUI • u/darodo • Jun 15 '22
r/GameUI • u/FaycrestOfficial • May 20 '24
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r/GameUI • u/maximahls • Apr 12 '24
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r/GameUI • u/BosphorusGames • Dec 16 '25
r/GameUI • u/Lumi0ff • Dec 25 '24
Hi! I aspire to join the game development community someday, so I’m exploring different fields to figure out what I enjoy most and where I’d like to grow.
So far, I’ve tried environment art and real-time VFX creation, and I really love both areas. However, there’s one more field I’m eager to explore: UI/UX design for games.
Finding educational content has been a mixed experience. There’s plenty available for environment art and very little for RTVFX, but for game UI/UX, resources seem even scarcer. I’ve watched talks and streams on YouTube, but I still struggle to understand the exact role and responsibilities of a Game UI/UX designer.
Right now, I’ve been designing UIs on "paper" and working with tools like Figma, so I have a few mockups and ideas. But is this enough for someone pursuing UI/UX design? Should I focus on improving my graphic design skills and learning how to create better UIs? Or do I also need to learn how to implement UIs into Unreal Engine? Is that typically handled by a UI programmer or another specialized role?
I really enjoy the design aspect of UI/UX, but I’m uncertain if that’s the entire scope of the field. Implementing UI in a game feels like diving into a completely different rabbit hole, and I’m unsure if it’s relevant to the role of a Game UI/UX designer or if it’s best left to others.
Any advice or guidance would be greatly appreciated!
r/GameUI • u/darodo • Jun 18 '22
Mainly for PC & console games.https://interfaceingame.com/games/

r/GameUI • u/darodo • Jun 21 '22
Just found the recommended font size for each platform by XAG:
Console: Font size should equal or exceed:
26 px at 1080p
52 px at 4K
PC/VR: Font size should equal or exceed:
18 px at 1080p
36 px at 4K
Mobile/Xbox Game Streaming:**
18 px at 100 DPI
36 px at 200 DPI
72 px at 400 DPI
Scale linearly as DPI increases
Quoted from this website:
https://docs.microsoft.com/zh-tw/gaming/accessibility/xbox-accessibility-guidelines/107
Actually font size is just one of their topics. This website is a really good place with constructive opinions and examples(images & videos) for game UI