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Genarrative/.hermes/plugins/game-studio/references/three-hud-layout-patterns.md

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3D HUD Layout Patterns

Use these defaults for initial 3D browser-game scaffolds. The first screen should be playable before it is informational.

Layout Budget

  • Keep the center of the screen clear during normal play.
  • On desktop, prefer one primary persistent cluster and one small secondary cluster.
  • On mobile, prefer one compact persistent cluster and transient prompts.
  • Secondary information belongs in drawers, toggles, pause menus, or contextual popovers.

Good Default Patterns

Objective chip

  • One short objective in a compact top-corner chip.
  • One optional sublabel for location or mode.
  • No giant hero banner over the live scene.

Contextual interaction prompt

  • Bottom-center or lower-corner pill.
  • Appears only near interactables or during onboarding.
  • Dismisses after first use or fades once the player is moving confidently.

Small status strip

  • Health, energy, party count, or beacon progress in a narrow edge-aligned strip.
  • Use icons, short labels, and compact meters instead of stacked cards.

Collapsible journal or quest log

  • Closed by default.
  • Opened by a hotkey, button, or pause state.
  • Holds longer prose, lore, map notes, and multi-step objective details.

Pause and settings modal

  • Explicit modal state.
  • Suspends pointer-lock, drag-look, or camera input while active.

Anti-Patterns

  • four to six glass cards permanently framing the viewport
  • large lore or field-notes panels open during normal movement
  • controls lists permanently pinned to the screen
  • symmetric dashboard composition that competes with the scene
  • oversized title panels staying visible after the first second of play

Example UI Budget

  • top-left: objective chip
  • top-right: compact status strip
  • bottom-center: transient interaction or controls hint
  • pause menu or drawer: map, notes, inventory, settings

Prompt Add-On

Default to a low-chrome playable HUD. Keep the central playfield clear. Use one compact objective chip, one small status surface, and transient prompts. Put lore, field notes, full controls, and long checklists behind a drawer or pause menu. Avoid equal-weight boxed panels in every corner.