
Quest Objectives HUD
Design the in-world quest objectives HUD that overlays the playfield with markers for the player’s current goals. It should feel like part of the game’s UI layer, not a separate menu.
The screen needs to show where each objective lives in the world, how far off it is, and which one is currently active. Markers may sit on terrain, buildings, or off-screen edges, so the layout has to handle all three cleanly.
This is a live exploration context: the player is moving, rotating the camera, and switching attention fast. The HUD should help them orient without covering the action or forcing them to pause.
Make the objective system readable at a glance. Use visual hierarchy to separate active, secondary, and completed goals, while keeping the markers small enough to stay out of the way.
Use distinct shapes or fill treatments for active vs. inactive objectives before relying on color; players should still tell them apart in motion and in peripheral vision.
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