Design around a player task
Choose what the player needs to know or do on this screen.
Design the HUD, menu, and primary action around the information players need mid-game. Plan a game interface for a specific screen and player task. Set the hierarchy, input method, and viewport constraints, then review legibility during play.
How it works
Create a Roblox-inspired 3D game without coding. Build floating islands, add cute creatures, test gameplay, and expand your world with AI prompts.

Create a colorful floating-island world where players attract cute creatures with fruit.

Connect your character, creatures, islands, fruit items, and reward system.

Toss apples to attract creatures, earn stars, and explore your floating island.
Make a game for freePick a starting point
Design a pause screen for a two-minute arcade game. Show resume, restart, sound, and quit actions, with Resume as the easiest option to reach.
Design a pause screen for a fast platform game. Make Resume the primary action, place settings and restart below it, and preserve the current level state behind the menu.
Page goal ↗Why SEELE
Choose what the player needs to know or do on this screen.
Keep urgent state separate from secondary detail.
Use pointer, keyboard, controller, or touch intentionally.
Place HUD elements where they do not hide targets or hazards.
Make pause, retry, and confirmation states clear.
Review text, contrast, and touch target size on the target device.
Made with SEELE
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SimulationFLYING CARPlay the example ↗Who it’s for

Check whether the next race decision is visible without covering the track.
HTML5 Game Generator ↗
Plan pause, result, and retry screens before wiring the full interface.
Image to Game ↗
Review touch targets and safe areas at the smallest supported viewport.
Meme Game Generator ↗Reviews
FAQ
Start with the screens the game needs: title, HUD, pause, result, and restart. Add buttons and status indicators only where a player needs them.
Prioritize the few values a player needs during play, reserve safe areas around notches and touch controls, use clear contrast, and test at the smallest supported viewport. Check that labels, icons, score changes, and button states remain legible without covering the action.
No. Treat it as a design draft. A designer and developer should validate interaction states, accessibility, localization, platform safe areas, asset rights, responsive behavior, and implementation feasibility before shipping.
Name the screen, player task, and device size. For a race HUD, decide which values and controls must stay visible during play.
Plan a focused game interface such as a race HUD, pause screen, or primary action layout, then review its hierarchy at the target viewport.
Choose the race HUD or pause screen and write the one job it must do. Set the viewport before arranging labels and controls.
Run the game at the target viewport. Check that the race HUD stays readable while the player steers and that the pause control remains easy to reach.
Ask a player to race without explaining the display. Note which values they look at before a turn and whether any label or control covers the track.
Start with the race HUD if players need information while moving. Choose the pause screen first when the main question is how quickly they can return to play.
Show only information needed for the next decision, such as speed, position, or a nearby turn. Check that the player can read it without losing sight of the course.
Choose one screen and one device size. Finish its hierarchy and interaction states before laying out the other screens.
Put both layouts over the same race scene at the same viewport size. See which keeps the next turn and current position clear during motion.
Move the control closer to the action it affects or make its state clearer. Retest the same screen at the same viewport before changing the rest of the layout.
Check the output formats and whether the tool supports your target screen sizes. Test the HUD with real game content; a static mockup cannot show how it behaves during play.