Mobile Game HUD Redesign
Game UI/UX

Mobile Game HUD Redesign

Reduced accidental inputs by 61%

RoleLead UI/UX Designer
TimelineMar – Jun 2025
ToolsFigma, Unity, PlaytestCloud, Miro
Team1 Designer, 3 Engineers, 1 Game Director
Challenge

Players reported frustration with accidental ability activations and poor health bar visibility during intense combat sequences.

Solution

Redesigned the HUD layout with larger touch targets, contextual ability grouping, and a high-contrast health system.

Impact

61% reduction in accidental inputs and 23% improvement in player retention at the 7-day mark.

My Role

Sole designer. Ran playtests, designed all UI assets, and worked directly with Unity engineers on implementation.


The Problem

The existing HUD was designed for tablet and scaled down for phones without adaptation. Touch targets were too small, abilities were grouped alphabetically instead of by combat context, and the health bar used a thin gradient that was nearly invisible during bright combat effects.

Original HUD with highlighted problem areas

"I keep hitting the wrong ability in the middle of boss fights and it costs me the run." — Player review, App Store

Research & Discovery

I analyzed 500+ player reviews mentioning UI issues, ran 8 moderated playtests with screen recording, and benchmarked 6 top-performing mobile RPGs. The data showed that 73% of accidental inputs happened during abilities that were adjacent to the movement controls.

Heatmap of touch inputs during combat
Touch heatmap analysis
Competitive UI comparison
Competitive benchmarking

Design Process

I created 4 HUD layout variations and tested each with 5 players. The winning layout separated offensive abilities from defensive ones, placing them on opposite sides of the screen. Health bars were redesigned with a dual-layer system: a thick colored bar with a numeric overlay.

Original cramped HUD
Before
Redesigned spacious HUD
After

Final Solution

The final HUD features context-aware ability grouping, 44px minimum touch targets (up from 28px), a high-contrast health system visible over any background, and a cooldown visualization that doesn't rely solely on color.

Final HUD design in-game
Final HUD in live gameplay — note the spatial separation of ability groups

Results

-61%Accidental inputs
+23%Day-7 retention
+0.4★App Store rating

Post-launch analytics showed a dramatic drop in accidental ability activations. Player sentiment in reviews shifted from UI complaints to gameplay praise. The App Store rating climbed from 3.8 to 4.2 within the first month.

Reflection

This project reinforced the importance of designing for the worst-case scenario — in this case, fast-paced combat with screen effects. What looks clean in a static mockup can fall apart in context. I now always test UI with the most chaotic gameplay footage I can find.