Lesson 10: UI/UX Design & Implementation

Excellent work on matchmaking! Now players can find games, but they need clear interfaces to navigate menus, understand game state, and interact with your battle royale. UI/UX design determines how players experience your gameβ€”good interfaces feel natural and intuitive, while poor ones frustrate and confuse.

In battle royale games, UI must communicate critical information instantly: health, ammo, minimap, kill feed, and inventory. Players make split-second decisions, so interfaces must be clear, responsive, and non-intrusive. Well-designed UI enhances gameplay, while poor UI can ruin an otherwise great game.

In this lesson, you'll learn how to design intuitive user interfaces, implement HUD elements, create menu systems, optimize UI for different screen sizes, and ensure your interfaces enhance rather than hinder gameplay. By the end, you'll have professional game interfaces that guide players smoothly through your game.

What You'll Learn

By the end of this lesson, you'll be able to:

  • Design UI layouts that communicate information clearly and efficiently
  • Implement HUD elements for health, ammo, minimap, and game state
  • Create menu systems for main menu, settings, inventory, and in-game menus
  • Optimize UI for different screen sizes and aspect ratios
  • Handle UI responsiveness and ensure smooth performance
  • Design for accessibility and different player needs
  • Implement UI animations and transitions for polish
  • Create consistent visual style across all interfaces

Why This Matters

UI/UX design enables:

  • Clear Communication - Players understand game state and information instantly
  • Smooth Navigation - Intuitive menus reduce friction and frustration
  • Enhanced Gameplay - Good UI supports gameplay without distracting
  • Professional Polish - Well-designed interfaces make games feel complete
  • Player Retention - Intuitive UI keeps players engaged and coming back
  • Accessibility - Good design makes games playable for more people

Prerequisites

Before starting this lesson, make sure you have:

  • Completed all previous lessons in this course
  • Understanding of Unreal Engine's UMG (Unreal Motion Graphics) system
  • Basic knowledge of widget blueprints
  • Familiarity with UI design principles
  • Understanding of player needs and game flow

Step 1: Understanding UI/UX Principles

Before building interfaces, understand what makes UI effective.

Core UI Principles

Clarity:

  • Information should be immediately understandable
  • Use clear icons, readable text, and obvious visual hierarchy
  • Avoid clutter and unnecessary elements

Consistency:

  • Use the same design patterns throughout
  • Consistent colors, fonts, and spacing
  • Predictable interactions and behaviors

Feedback:

  • UI should respond to player actions immediately
  • Visual and audio feedback for interactions
  • Clear indication of state changes

Efficiency:

  • Minimize clicks/taps to reach goals
  • Place important information prominently
  • Reduce cognitive load

Battle Royale UI Requirements

Critical Information:

  • Health and armor status
  • Ammo count and weapon type
  • Minimap with player and enemy positions
  • Kill feed and notifications
  • Inventory and equipment

Non-Critical Information:

  • Settings and options
  • Statistics and leaderboards
  • Social features and friends
  • Store and monetization

Design Priorities:

  1. HUD - Always visible, minimal distraction
  2. In-Game Menus - Quick access, pause functionality
  3. Main Menu - Clear navigation, first impression
  4. Settings - Easy to find, comprehensive options

Step 2: Planning UI Structure

Plan your UI architecture before implementation.

UI Hierarchy

Design the structure of your UI system:

Main Menu:

  • Title screen
  • Play button
  • Settings
  • Store/Shop
  • Social/Party
  • Exit

In-Game HUD:

  • Health/Armor bars
  • Ammo counter
  • Minimap
  • Kill feed
  • Inventory button
  • Settings button

In-Game Menus:

  • Inventory/Equipment
  • Map (full screen)
  • Settings
  • Social/Party
  • Exit to menu

Post-Game:

  • Results screen
  • Statistics
  • Return to lobby
  • Play again

Information Architecture

Organize information by priority:

Tier 1 (Always Visible):

  • Health, armor, ammo
  • Minimap
  • Current objective

Tier 2 (Contextual):

  • Kill feed
  • Notifications
  • Team status

Tier 3 (On Demand):

  • Inventory
  • Full map
  • Settings
  • Statistics

Step 3: Setting Up UMG in Unreal Engine

Unreal Engine's UMG system provides powerful UI tools.

Creating Widget Blueprints

Set up your widget system:

  1. Create Widget Blueprint:

    • Right-click in Content Browser
    • User Interface β†’ Widget Blueprint
    • Name: WBP_MainMenu
  2. Design Canvas:

    • Open widget blueprint
    • Use Canvas Panel as root
    • Add child widgets as needed
  3. Widget Types:

    • Button - Clickable interactions
    • Text - Display text and numbers
    • Image - Display textures and icons
    • Progress Bar - Show health, ammo, etc.
    • Border - Containers and backgrounds
    • Canvas Panel - Free-form layout
    • Vertical/Horizontal Box - Organized layouts

Widget Hierarchy

Structure widgets logically:

WBP_MainMenu
β”œβ”€β”€ Canvas Panel (Root)
β”‚   β”œβ”€β”€ Background Image
β”‚   β”œβ”€β”€ Title Text
β”‚   β”œβ”€β”€ Vertical Box (Buttons Container)
β”‚   β”‚   β”œβ”€β”€ Play Button
β”‚   β”‚   β”œβ”€β”€ Settings Button
β”‚   β”‚   β”œβ”€β”€ Store Button
β”‚   β”‚   └── Exit Button
β”‚   └── Version Text

Step 4: Creating Main Menu UI

Build the first interface players see.

Main Menu Layout

Design main menu structure:

Layout Components:

  • Background - Game logo or animated background
  • Title - Game name and branding
  • Primary Actions - Play, Settings, Store
  • Secondary Actions - Social, Statistics, Exit
  • Version Info - Build number, copyright

Visual Design:

  • Use game's art style
  • Clear visual hierarchy
  • Prominent "Play" button
  • Consistent spacing and alignment

Implementing Main Menu

Create main menu widget:

UCLASS()
class UMainMenuWidget : public UUserWidget
{
    GENERATED_BODY()

public:
    virtual void NativeConstruct() override;

    // Button references
    UPROPERTY(meta = (BindWidget))
    class UButton* PlayButton;

    UPROPERTY(meta = (BindWidget))
    class UButton* SettingsButton;

    UPROPERTY(meta = (BindWidget))
    class UButton* ExitButton;

    // Button handlers
    UFUNCTION()
    void OnPlayClicked();

    UFUNCTION()
    void OnSettingsClicked();

    UFUNCTION()
    void OnExitClicked();

private:
    // Menu navigation
    void ShowLobby();
    void ShowSettings();
    void ExitGame();
};

Menu Navigation

Implement menu flow:

void UMainMenuWidget::OnPlayClicked()
{
    // Transition to lobby/matchmaking
    UGameplayStatics::OpenLevel(GetWorld(), TEXT("LobbyLevel"));
}

void UMainMenuWidget::OnSettingsClicked()
{
    // Show settings menu
    if (SettingsWidgetClass)
    {
        USettingsWidget* SettingsWidget = CreateWidget<USettingsWidget>(GetWorld(), SettingsWidgetClass);
        SettingsWidget->AddToViewport();
    }
}

void UMainMenuWidget::OnExitClicked()
{
    // Exit game
    UKismetSystemLibrary::QuitGame(GetWorld(), nullptr, EQuitPreference::Quit, false);
}

Step 5: Implementing HUD Elements

Create the in-game HUD that displays critical information.

HUD Layout Design

Design HUD structure:

Top Left:

  • Health bar
  • Armor bar
  • Status effects

Top Right:

  • Minimap
  • Kill feed
  • Notifications

Bottom Center:

  • Crosshair
  • Interaction prompts

Bottom Right:

  • Ammo counter
  • Weapon icon
  • Inventory indicator

Bottom Left:

  • Team status (if applicable)
  • Objective indicator

Health and Armor Bars

Implement health display:

UCLASS()
class UHUDWidget : public UUserWidget
{
    GENERATED_BODY()

public:
    // Update health display
    UFUNCTION(BlueprintCallable)
    void UpdateHealth(float CurrentHealth, float MaxHealth);

    // Update armor display
    UFUNCTION(BlueprintCallable)
    void UpdateArmor(float CurrentArmor, float MaxArmor);

private:
    UPROPERTY(meta = (BindWidget))
    class UProgressBar* HealthBar;

    UPROPERTY(meta = (BindWidget))
    class UProgressBar* ArmorBar;

    UPROPERTY(meta = (BindWidget))
    class UTextBlock* HealthText;

    UPROPERTY(meta = (BindWidget))
    class UTextBlock* ArmorText;
};

void UHUDWidget::UpdateHealth(float CurrentHealth, float MaxHealth)
{
    if (HealthBar)
    {
        float Percent = FMath::Clamp(CurrentHealth / MaxHealth, 0.0f, 1.0f);
        HealthBar->SetPercent(Percent);
    }

    if (HealthText)
    {
        HealthText->SetText(FText::AsNumber(FMath::CeilToInt(CurrentHealth)));
    }
}

Ammo Counter

Display weapon ammo:

UFUNCTION(BlueprintCallable)
void UpdateAmmo(int32 CurrentAmmo, int32 MaxAmmo, FString WeaponName)
{
    if (AmmoText)
    {
        FString AmmoString = FString::Printf(TEXT("%d / %d"), CurrentAmmo, MaxAmmo);
        AmmoText->SetText(FText::FromString(AmmoString));
    }

    if (WeaponNameText)
    {
        WeaponNameText->SetText(FText::FromString(WeaponName));
    }
}

Minimap Implementation

Create minimap widget:

UCLASS()
class UMinimapWidget : public UUserWidget
{
    GENERATED_BODY()

public:
    virtual void NativeTick(const FGeometry& MyGeometry, float InDeltaTime) override;

    UFUNCTION(BlueprintCallable)
    void UpdatePlayerPosition(FVector2D Position, float Rotation);

    UFUNCTION(BlueprintCallable)
    void AddEnemyMarker(FVector2D Position, int32 EnemyID);

    UFUNCTION(BlueprintCallable)
    void RemoveEnemyMarker(int32 EnemyID);

private:
    UPROPERTY(meta = (BindWidget))
    class UImage* MinimapImage;

    UPROPERTY(meta = (BindWidget))
    class UCanvasPanel* MarkerContainer;

    // Minimap data
    TMap<int32, class UImage*> EnemyMarkers;
    FVector2D MapSize;
    FVector2D WorldSize;

    // Convert world position to minimap position
    FVector2D WorldToMinimap(FVector2D WorldPos);
};

Step 6: Creating Menu Systems

Build menus for inventory, settings, and other features.

Inventory Menu

Design inventory interface:

Layout:

  • Grid of inventory slots
  • Equipment slots (weapon, armor, etc.)
  • Item details panel
  • Quick actions (use, drop, equip)

Functionality:

  • Drag and drop items
  • Right-click context menu
  • Tooltip on hover
  • Visual feedback for actions

Settings Menu

Create comprehensive settings:

Categories:

  • Graphics - Resolution, quality, vsync
  • Audio - Master volume, music, SFX
  • Controls - Key bindings, sensitivity
  • Gameplay - Crosshair, HUD elements
  • Accessibility - Colorblind mode, subtitles

Implementation:

UCLASS()
class USettingsWidget : public UUserWidget
{
    GENERATED_BODY()

public:
    // Graphics settings
    UFUNCTION(BlueprintCallable)
    void SetResolution(int32 Width, int32 Height);

    UFUNCTION(BlueprintCallable)
    void SetGraphicsQuality(int32 QualityLevel);

    // Audio settings
    UFUNCTION(BlueprintCallable)
    void SetMasterVolume(float Volume);

    UFUNCTION(BlueprintCallable)
    void SetMusicVolume(float Volume);

    UFUNCTION(BlueprintCallable)
    void SetSFXVolume(float Volume);

    // Control settings
    UFUNCTION(BlueprintCallable)
    void SetMouseSensitivity(float Sensitivity);

    UFUNCTION(BlueprintCallable)
    void BindKey(FName ActionName, FKey NewKey);

    // Save/Load settings
    UFUNCTION(BlueprintCallable)
    void SaveSettings();

    UFUNCTION(BlueprintCallable)
    void LoadSettings();

    UFUNCTION(BlueprintCallable)
    void ResetToDefaults();
};

Step 7: UI Responsiveness and Scaling

Ensure UI works on different screen sizes.

Screen Size Adaptation

Handle different resolutions:

Anchors:

  • Use anchor points for responsive positioning
  • Anchor to screen edges or center
  • Maintain aspect ratio for images

Scaling:

  • Use DPI scaling for different screen densities
  • Scale fonts and icons proportionally
  • Test on multiple resolutions

Safe Zones:

  • Account for notches and bezels
  • Keep critical UI in safe area
  • Test on different devices

Responsive Design

Make UI adapt to screen size:

void UHUDWidget::NativeConstruct()
{
    Super::NativeConstruct();

    // Get viewport size
    FVector2D ViewportSize;
    if (GEngine && GEngine->GameViewport)
    {
        GEngine->GameViewport->GetViewportSize(ViewportSize);
    }

    // Adjust UI scale based on resolution
    float Scale = FMath::Clamp(ViewportSize.X / 1920.0f, 0.5f, 2.0f);
    SetRenderScale(FVector2D(Scale, Scale));

    // Adjust font sizes
    if (HealthText)
    {
        FSlateFontInfo FontInfo = HealthText->GetFont();
        FontInfo.Size = FMath::RoundToInt(14 * Scale);
        HealthText->SetFont(FontInfo);
    }
}

Step 8: UI Animations and Polish

Add animations for professional feel.

Transition Animations

Animate menu transitions:

Fade In/Out:

  • Smooth opacity transitions
  • Use for menu appearance/disappearance
  • Duration: 0.2-0.5 seconds

Slide Animations:

  • Slide menus from edges
  • Use for submenu navigation
  • Ease in/out for natural feel

Scale Animations:

  • Scale buttons on hover/click
  • Use for feedback
  • Subtle (1.0 to 1.05 scale)

Implementing Animations

Use UMG animations:

// In Widget Blueprint
// Create animation timeline
// 0.0s: Opacity = 0.0, Scale = 0.8
// 0.3s: Opacity = 1.0, Scale = 1.0

// Apply to widget
void UMainMenuWidget::PlayShowAnimation()
{
    if (ShowAnimation)
    {
        PlayAnimation(ShowAnimation);
    }
}

void UMainMenuWidget::PlayHideAnimation()
{
    if (HideAnimation)
    {
        PlayAnimationReverse(HideAnimation);
    }
}

Visual Feedback

Add feedback for interactions:

Button Hover:

  • Highlight color change
  • Scale increase
  • Sound effect

Button Click:

  • Press animation
  • Click sound
  • Visual confirmation

State Changes:

  • Smooth transitions
  • Clear visual indication
  • Audio feedback

Step 9: Accessibility Considerations

Design UI for all players.

Visual Accessibility

Color Blindness:

  • Don't rely solely on color
  • Use icons and shapes
  • Provide colorblind mode option

Text Readability:

  • Large, readable fonts
  • High contrast
  • Clear backgrounds

Visual Clarity:

  • Clear icons and symbols
  • Obvious visual hierarchy
  • Sufficient spacing

Input Accessibility

Multiple Input Methods:

  • Support keyboard, mouse, gamepad
  • Remappable controls
  • Multiple interaction methods

Customization:

  • Adjustable UI scale
  • Moveable HUD elements
  • Customizable layouts

Audio Accessibility

Visual Alternatives:

  • Subtitles for dialogue
  • Visual indicators for audio cues
  • Text notifications

Audio Options:

  • Separate volume controls
  • Mute options
  • Audio description support

Step 10: Performance Optimization

Optimize UI for smooth performance.

Widget Pooling

Reuse widgets instead of creating/destroying:

UCLASS()
class AUIWidgetPool : public AActor
{
    GENERATED_BODY()

public:
    UPROPERTY()
    TArray<UUserWidget*> PooledWidgets;

    UPROPERTY()
    TSubclassOf<UUserWidget> WidgetClass;

    UFUNCTION(BlueprintCallable)
    UUserWidget* GetWidget();

    UFUNCTION(BlueprintCallable)
    void ReturnWidget(UUserWidget* Widget);
};

Update Optimization

Minimize UI updates:

Update Only When Needed:

  • Don't update every frame
  • Update on value change
  • Use events instead of polling

Batch Updates:

  • Group multiple updates
  • Update at end of frame
  • Use dirty flags

Reduce Draw Calls:

  • Combine widgets where possible
  • Use atlases for textures
  • Minimize overlapping widgets

Memory Management

Manage UI memory efficiently:

void UHUDWidget::NativeDestruct()
{
    // Clean up references
    EnemyMarkers.Empty();

    // Remove from viewport
    RemoveFromParent();

    Super::NativeDestruct();
}

Mini Challenge: Build Complete UI System

Create a complete UI system for your battle royale:

  1. Create main menu - Title screen with play button
  2. Implement HUD - Health, ammo, minimap
  3. Build inventory menu - Item management interface
  4. Add settings menu - Graphics, audio, controls
  5. Test responsiveness - Multiple screen sizes
  6. Add animations - Smooth transitions
  7. Optimize performance - Smooth 60 FPS

Success Criteria:

  • Main menu is clear and navigable
  • HUD displays all critical information
  • Menus are responsive and intuitive
  • UI works on different screen sizes
  • Animations are smooth and polished
  • Performance is optimized

Pro Tips

Tip 1: Keep HUD Minimal

Battle royale HUD should be minimal and non-intrusive. Show only essential information, hide the rest in menus.

Tip 2: Use Consistent Visual Language

Establish visual patterns early and use them consistently. Players learn your UI language quickly.

Tip 3: Test on Target Hardware

Always test UI on your target platforms and resolutions. What works on PC may not work on console.

Tip 4: Prioritize Readability

Text should be readable at a glance. Use large fonts, high contrast, and clear backgrounds.

Tip 5: Provide Visual Feedback

Every interaction should have immediate visual feedback. Players need to know their actions registered.

Tip 6: Design for Speed

In fast-paced games, UI must be quick. Minimize clicks, use shortcuts, and make common actions easy.

Tip 7: Iterate Based on Playtesting

UI design improves with playtesting. Watch players use your UI and identify pain points.

Common Mistakes to Avoid

Mistake 1: Cluttered HUD

Problem: Too much information on screen distracts from gameplay.

Solution: Show only critical information, hide rest in menus.

Mistake 2: Inconsistent Design

Problem: Different menus look and behave differently.

Solution: Establish design system and use consistently.

Mistake 3: Poor Readability

Problem: Text is too small or low contrast.

Solution: Use large fonts, high contrast, test readability.

Mistake 4: No Feedback

Problem: UI doesn't respond to player actions.

Solution: Add visual and audio feedback for all interactions.

Mistake 5: Ignoring Screen Sizes

Problem: UI only works on one resolution.

Solution: Design responsively, test multiple resolutions.

Mistake 6: Over-Animating

Problem: Too many animations slow down UI.

Solution: Use animations sparingly, keep them fast.

Mistake 7: Poor Performance

Problem: UI causes frame rate drops.

Solution: Optimize updates, use widget pooling, minimize draw calls.

Troubleshooting

Issue: UI Not Appearing

Symptoms: Widgets don't show up in game.

Solutions:

  • Check widget is added to viewport
  • Verify widget class is correct
  • Check z-order and visibility
  • Ensure widget is in correct layer

Issue: UI Not Updating

Symptoms: UI values don't change.

Solutions:

  • Verify update functions are called
  • Check widget references are valid
  • Ensure data is being passed correctly
  • Check for caching issues

Issue: UI Performance Problems

Symptoms: Frame rate drops with UI visible.

Solutions:

  • Profile UI updates
  • Reduce update frequency
  • Use widget pooling
  • Optimize draw calls

Issue: UI Scaling Issues

Symptoms: UI looks wrong on different resolutions.

Solutions:

  • Use anchors properly
  • Test DPI scaling
  • Adjust font sizes
  • Test on multiple resolutions

Key Takeaways

  • UI design matters - Good interfaces enhance gameplay, poor ones frustrate
  • Clarity is essential - Information must be immediately understandable
  • Consistency helps - Use same patterns throughout
  • Feedback is crucial - Players need to know actions registered
  • Responsiveness matters - UI must work on different screen sizes
  • Performance counts - Optimize UI for smooth gameplay
  • Accessibility expands audience - Design for all players

UI/UX design is an ongoing process. Start with functional interfaces, then polish based on playtesting and feedback. Good UI feels invisibleβ€”players focus on gameplay, not the interface.

What's Next?

Excellent work on UI design! In the next lesson, you'll learn how to:

  • Design audio systems for battle royale games
  • Implement sound effects for weapons, footsteps, and environment
  • Create dynamic music that responds to gameplay
  • Optimize audio performance for multiplayer games

Ready to add sound to your game? Continue to Lesson 11: Audio Design & Sound Implementation to learn how to create immersive audio experiences.

Related Resources

FAQ

Q: How do I make UI responsive to different screen sizes? A: Use anchors, DPI scaling, and test on multiple resolutions. Anchor widgets to screen edges or center.

Q: Should I use C++ or Blueprint for UI? A: Use Blueprint for layout and design, C++ for complex logic and performance-critical updates.

Q: How do I optimize UI performance? A: Update only when needed, use widget pooling, minimize draw calls, and batch updates.

Q: What's the best way to handle UI state? A: Use game state classes or dedicated UI managers. Keep UI logic separate from gameplay logic.

Q: How do I make UI accessible? A: Support multiple input methods, provide visual alternatives for audio, use high contrast, and allow customization.

Q: Should I animate all UI elements? A: No, animate sparingly. Use animations for important transitions and feedback, not everything.

Q: How do I test UI on different platforms? A: Use Unreal Engine's platform preview tools, test on target hardware, and use different resolutions.


Ready to design interfaces? Start by planning your UI structure, then build main menu and HUD. Your UI will evolve as you playtest and gather feedback. Remember, good UI feels invisibleβ€”players focus on gameplay, not the interface.