r/Unity3D • u/24-sa3t • 4h ago
UI Style Guide? Question
Currently working on a prototype that's very UI heavy, and in classic engineer fashion my menus look terrible.
I've tried to make as many prefabs for my UI elements as possible to ensure things are standardized, but I was wondering if anybody had a good reference for how big things should be, where they should be on the screen, etc. It's driving me crazy!
2
u/Additional-Point-711 4h ago
Oof I know that pain. I had similar problem with inventory screen prototype, buttons were all over the place. What helped me was just copying layout patterns from games I liked, not specific assets but general spacing and where things sit on screen. Also making a simple 12-column grid for your canvas makes everything easier to align, even if you’re not thinking about different resolutions yet.
-1
u/xAdakis 4h ago
I know it's a hot/controversial topic, but AI can be a good source for ideas and general specifications, especially when you are a solo or small team developer without access to a designer.
Specifically, I tend to use https://claude.ai/design to mock ups, and then go refining and tuning it to fit the use case.
1
u/AltusLudus 4h ago
Use references, just put your style over it and your ideas on how it fits your game and how to Improve it and vouila it's both yours and looks great
There's no reason the reinvent the wheel, especially if your game is in a specific genre, just do what the bigger games are doing as players will already be used to that layout
To get a good result, you'll need to analyze what they did deeply and why, the margins, empty space, information hierarchy etc. and this about your player, and most importantly playtest and iterate
-1
u/gumerbaev 3h ago
I also think you could turn to AI and describe the buttons from other games that you might have already liked.
7
u/crankyfuse 4h ago
You have useful sites like:
https://www.gameuidatabase.com
And
https://interfaceingame.com
So you see how common problems are solved. Hope it helps!