Game UI
HUD Readability Under Fire
A HUD that looks clean in a quiet mock will fail the first loud fight. Readability under fire is the real design problem.
I spent my first year at Knotline learning that a polished HUD mock is not a HUD. Players do not read interface in a calm studio. They read it while something is trying to kill them, while an objective timer is counting down, while a teammate is shouting a callout. Under fire is the default state. Design for that, or redesign after the playtest.
Contrast before cleverness
The passes that moved the needle were boring: type size floors, contrast against the busiest maps, ammo and health that never share a motion language with damage feedback. Clever icon metaphors lost to legible ones every time. If a player has to decode your metaphor mid-fight, you already failed.
We also stopped treating safe area as a last-week console chore. Scaling rules and edge margins went into the component kit early so PC and console did not get two different readability stories.
Playtest the loud moments
Quiet menu tests still matter. They are not enough. The sessions that changed our HUD were full combat rounds with a task list: call your cooldowns, track the objective, revive without opening a wiki. If someone freezes on a widget, that widget is wrong, no matter how good it looked in Figma.
HUD readability under fire is not a polish pass. It is the product requirement for any game that asks players to think while the screen is chaos.