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Big Arcade

About project

Big Arcade2024Client work

A shooter HUD that talks back, and a landing that looks like an arcade.

Big Arcade is an online arcade where games pay out: players climb the leaderboard and earn money. In early 2024 I designed, on my own, a livelier HUD for its first-person shooter. The team liked it and came back with a second job, the arcade's landing, which I showed as a three-page video prototype.

  • Game UI
  • Web Design
  • Branding
  • Graphic
Role
Game UX/UI & Web Designer, solo
Client
Big Arcade · play-to-earn arcade
Platform
Game · Web
Tools
Figma, Photoshop
The final HUD keeps the middle free for aiming: stats left, meter top, hit notes right, basics below.

Challenges

The team found the design of their shooter dull and low on interaction, and the dev team had already sketched what a new HUD must show. The HUD had to turn that sketch into something a player reads at a glance while aiming, and a viewer enjoys watching.

  • A dev team sketch as the starting point
  • The game's own scene and gun stay behind the HUD
  • Modern, dynamic and colourful, for a younger audience and viewers on stream
The player
aims at targets and needs the level, the bullets left and their standard without looking away.
The viewer
watches someone play on a stream and should see a great shot land.

Solutions

  1. 01

    Corners for the basics, the meter on top

    The sketch stacked the level, the meter and the bullets down the right edge. I moved the level and the bullets to the bottom corners, where shooters usually keep them, and laid the meter along the top.

    Trade-offOn its side, the meter loses the brief's picture of purple at the top: a better standard reads to the right, not up.

  2. 02

    Hit quotes drawn two ways, so play can decide

    The team's example put the quotes across the whole screen. I drew that version and a quieter one with small notes at the side, so the choice could wait for real play.

    Trade-offTwo sets of states to design and build, and the full-screen one covers the range while the player is aiming.

  3. 03

    Extras the brief did not ask for

    Restart, pause and a kill counter were not in the sketch. I added them where the basics left room: restart and pause at the top right, kills at the bottom centre.

    Trade-offEach extra competes with the basics for attention, and the kill counter shares the screen's centre line with the crosshair.

  4. 04

    Too close to the current site, so start over

    My first landing direction came back as too close to the current site, and the team asked for something completely new. I started over with a pixel-arcade look.

    Trade-offStarting from scratch drops what regular players already know about the site, and pixel type is harder to read in longer paragraphs.

From the brief

I kept the sketch's notes, not its layout

The dev team's brief was a sketch with three notes: show the level, add a meter coloured from red to purple that shows the player's shooting standard as an average, and a graphic for the bullets left. All three made it into the HUD, pass by pass.

The dev team's brief: three notes down the right edge, purple at the top of the meter.

The HUD, pass by pass

  • First pass: the level and the bullets move to the bottom corners, with a 3 of 5 count.
  • The meter arrives at the top as a bar with seven stops, and spent shells are dimmed.
  • Restart and pause join the top right. Neither was in the brief.
  • An XP bar under the level, and the meter's spectrum drawn all the way to purple.
  • A kill counter at the bottom centre, the weapon under the ammo, and outline words behind both corners.

HUD

Numbers at the edges, the middle kept for aiming

The final HUD keeps the middle of the range for aiming. Down the left run an aim trainer's numbers, from score and headshot streak to times in milliseconds. I kept it close to the style of the arcade's other games, so the shooter reads as part of the arcade, not as a game with its own look.

The HUD pieces on their own: every number at an edge, the middle left free for aiming.

Shooting range

  • Red#FF3A3AThe bottom of the range
  • Orange#FFB038
  • Yellow#F9E852
  • Green#63FC7B
  • Cyan#6FFAF1
  • Blue#2D8EE7
  • Purple#B71DFFThe top of the range

Accents

  • Red#FF3A3AA miss, restart and the kill counter
  • Purple#B71DFFA great shot
  • White#FFFFFFNumbers and the pause button's outline
HUD
CommandoLabels, most numbers and the hit notes

Hit notes

Purple for a great shot, red for a miss

The team wanted hits answered with damage numbers and short quotes. Small notes at the side leave the target in view, are colour-coded, and can name where the hit landed. The full-screen version is louder on a stream.

Purple marks a great shot, 500 damage and incredible shot, so a viewer sees it land.
Red marks a miss: zero damage, you dropped this, and a clown nose.
A note that names where the hit landed, to leg, in white with fading copies behind it.
The full-screen option is louder on a stream, but the quote covers the range while the player aims.

Landing

From dull and corporate to a pixel arcade

Next the team asked for the arcade's website, which they found a little dull and corporate. It had to be younger and more gamer-friendly, with nicer colours, and show the top earners table and a link to the public alpha.

  • A pixel-arcade look: near-black and electric indigo, with pixel type
  • An arcade cabinet and a gamepad on the first screen

Three pages

  • The first screen looks like an arcade: the pixel bIGA mark between a cabinet and a gamepad.
  • About us: the vision in pixel type, with Play now beside a two-minute video on how earning works.
  • Top earners, the table the team asked for, with unique players and total revenue beside it.
The chunky pixel bIGA mark the landing opens on, shown on its own.

Results

The team liked the HUD and came back with a second job, the arcade's website, which I showed as a three-page video prototype.

2 jobsthe HUD, then the landing the team came back for
7 stopson the shooting-range meter, red to purple as the sketch asked
2 optionsfor hit quotes: side notes and a full-screen version
3 pagesof the new landing, shown as a video prototype

Reflection

  • Following a sketch's requirements does not mean copying its layout: all three notes stayed, just not on the right edge.
  • When it is unclear how a feature will be used in play, two options give the team something concrete to choose from.
  • When feedback says a redesign is too close to what exists, start over rather than restyle further.

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