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Made with Nano Banana 2 Lite · CC0 · 2 Sept 2026
Generated with prompt: Design a 2D game HUD (heads-up display) for a survival game, landscape orientation, 16:9 aspect ratio. This is a UI/UX layout brief: follow the exact content and positioning described below. Do not invent additional UI elements beyond what's listed. Do not apply any particular art style unless one is specified elsewhere in the prompt — focus entirely on what is present and where. Render every zone described below — do not omit any of them. BACKGROUND Full-bleed outdoor wilderness scene (open grassland with a dirt path, scattered rocks, distant tree line, overcast sky) fills the entire canvas edge to edge. No border, frame, or letterboxing — every UI element below sits as an overlay on top of this scene. TOP-LEFT: STATUS CLUSTER One compact horizontal strip containing: 5 vital stat readouts (small icon + short bar + number, for Hunger, Thirst, Warmth, Fatigue, Health, each 0-100), a small day/time readout (current day number and/or time of day), and two small persistent status badges that only appear when relevant — a weather badge (visible only when a storm is forecast or active) and an injury badge (visible only when the player has an active injury). All part of one glanceable cluster, not a tall list. TOP-CENTER, BELOW ANY NOTIFICATIONS: MODE TABS Two toggle-style tabs: "Shelter" and "Construction". These switch what the main view is showing, distinct in appearance from the icon dock described below. TOP-CENTER OR TOP-RIGHT: NOTIFICATIONS A small stack of 1-3 brief transient message lines (examples: "Gathered 2 Flint", "You've learned something new") that read as temporary overlay text, not a permanent fixture — visually lighter/less prominent than the status cluster. TOP-RIGHT: SYSTEM CONTROL One small icon button: a gear (Settings). This is the only true system-level control on screen. LEFT EDGE: NAVIGATION DOCK A vertical column of 5 icon-only buttons (no text labels visible by default), centered vertically along the left edge. Each icon represents one destination: a folded map (Map), a book (Journal), a backpack (Inventory), a flask (Experiment), a hammer and wrench (Crafting). The Journal icon has a small expand affordance suggesting it can reveal a compact preview of recent entries without leaving this screen. BOTTOM-CENTER: ACTION AND DESCRIPTION CLUSTER A single grouped cluster, containing (top to bottom): 1. Descriptive narrative text about the current location — sized to comfortably hold 2-4 sentences, not a single short line. 2. A row of 1-4 action buttons whose exact set varies with context — examples: "Gather Flint", "Gather Stone", "Hunt Rabbit", "Treat Injury", "Attempt Escape". Only some of these are present at once. 3. One additional button, grouped with the others but slightly set apart: "Wait 1 Hour". This cluster is only as wide as its contents require — it does not stretch across the full width of the screen, and does not form a continuous bar along the bottom edge. WHAT TO AVOID No full-height sidebar panel. No full-width bar spanning the bottom of the screen. No boxed-in inset for the background scene — it must fill the entire canvas. No nav buttons with both an icon AND a text label side by side — the nav dock is icon-only.
Creator
Trygve Brox
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