
Stamina & Energy Meter
Design the in-match stamina or energy meter for a game HUD. It should appear while the player is sprinting, dodging, charging, or spending energy on special moves, and fade back when the resource is idle.
The meter needs to communicate how much is left and how fast it is draining without pulling focus from combat. It should feel native to a game HUD: fast to read, compact, and visible in motion.
Use the bar’s motion and fill change to make depletion feel physical. The player should understand at a glance when they are close to empty, when they can still commit to one more action, and when they need to back off.
Think about how this sits alongside the rest of the HUD during high-pressure play. The meter may need to support low, mid, and near-empty states, plus a brief refill or recovery state after use.
Design for clarity under stress: the resource should be readable at speed, but not so loud that it competes with health, ammo, or objective cues.
Make the last 20% of the bar visually distinct so the player can judge whether one more sprint or special move is safe.
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