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Wireframe example for Damage Direction Indicator
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Damage Direction Indicator

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Design the in-play damage direction indicator for a game HUD. It should tell the player where incoming damage came from using clear visual cues at the screen edge, like red arrows or wedges, without blocking aim or movement.

The indicator needs to work in the middle of combat, when the player is already tracking enemies, health, and objectives. It should be readable instantly, even during camera motion, recoil, or fast turns.

Focus on how the cue appears, intensifies, and fades as hits come from one side or multiple angles. The HUD should make the source direction obvious, not just flash damage happened.

Treat this as a reactive overlay that lives with the rest of the combat HUD. It should feel native to game play, with strong contrast, short-lived feedback, and no confusion with other warning states.

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Use screen-edge placement and directional shape, not just color, so the cue still reads when multiple hits stack or the player is in a bright scene.

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