Designing for a fast-paced FPS requires sharp visual hierarchy and minimal visual noise. My goal was to highlight only the most essential information — like ammo, health, and equipment cooldowns — while keeping the rest of the UI unobtrusive during high-mobility gameplay. Since the player's focus is locked toward the center of the screen during combat, UI elements are placed at the periphery with clear contrast and subtle animations to draw attention only when necessary. Visual cues like damage flashes, reload indicators, and equipment cooldowns are designed to be quickly scannable without distracting from movement or aim. In high-speed combat, attention management is everything — and a good FPS interface should help players react faster, not think harder.
This is a project created using Adobe Photoshop, Adobe Illustrator, and Figma. The HUD, weapon panel, and supporting UI assets were developed as static mockups, not implemented in a game engine. Existing visual assets were modified and integrated into a unified design language to match the project’s cyberpunk visual direction.
©2025 Ted Billock
