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Valkyrie HUD

A sci-fi FPS heads-up display and boot sequence for a video game.

Valkyrie HUD
Role Timeline Team Stack
UI Artist 4 months (2020) Personal project Adobe Illustrator
Affinity Designer
Unreal Engine
After Effects

Project Overview

Valkyrie HUD is a sci-fi FPS interface concept for a video game. The project explores two connected flows: a boot sequence that initializes the suit’s operating system, and a gameplay HUD that supports combat, navigation, and player status during gameplay.

The visual direction treats the interface as a physical helmet that incorporates a futuristic heads-up display. Code and data reinforce the idea that the player is wearing an advanced piece of military hardware rather than simply looking at UI widgets.

This was a personal project built to practice sci-fi and FUI (futuristic user interface) design techniques. Despite the complexity of the final result, the process was incredibly fun and instructive.


Challenge

The goal was to design a believable sci-fi HUD for a first-person shooter, and to animate the entire interface as if it were the opening scene when a new game begins.

I also wanted the project to feel cohesive and immersive with:

  • Boot sequence: introduces the player into the world.
  • Gameplay HUD: a clean, functional HUD that could work for weapons loadout, active abilities, navigation and combat.

Beyond layout, the project required me to practice motion graphics, branding and iconography for this fictional world.


The Solution

The project is built around two core layers: the Boot Sequence and the Gameplay HUD.

Boot Sequence

When the suit powers on, the player sees the activation process. Supporting modules appear on both sides of the screen along with biometric analysis.

The boot screen uses code snippets and technical metadata to reinforce the feeling of a machine coming online.

Boot sequence
Boot sequence

Gameplay HUD

Once the system is active, the HUD shifts to a lighter, combat-focused layout. The interface includes:

  • Shield integrity: a circular gauge showing the player’s current protection level.
  • Compass and route points: a top-center navigation bar for orientation and objectives.
  • Target reticle: a minimal center crosshair for aiming and interaction.
  • Weapon and ammo: current weapon silhouette, name, and ammunition counts.
  • Grenades and abilities: quick-access icons for throwable items and suit abilities.
Annotated breakdown of HUD elements including shield, compass, reticle, grenades, weapon, and abilities
Annotated breakdown of the main HUD modules
Full in-game HUD with shield gauge, compass, weapon info, and abilities in a sci-fi corridor
HUD with shield, navigation, weapon, and ability modules
HUD with damage direction indicators and updated shield value in a hangar setting
Combat HUD variation with directional damage feedback

Branding & Iconography

To support the fiction, I created a logo system for United Earth Security. The final mark combines a central arrow, wing-like forms, and the U.E.S. acronym to suggest a military space-security organization.

Six logo concepts for United Earth Security including shields, triangles, and typography
Logo exploration for United Earth Security
Refined U.E.S. logo variations with arrow, hexagon, and wing motifs
Refined logo directions for U.E.S.

I also designed a small icon set for grenades, abilities and weapons, keeping the shapes readable at small sizes inside the HUD.

Icon set showing two abilities, three grenade types, and a shotgun silhouette
Icon set for abilities, grenades, and equipped weapon

Approach

Research & HUD Analysis

I started by studying HUD patterns from popular sci-fi shooters. I mapped common modules to understand which elements were essential and how they were distributed across the screen.

HUD analysis diagram labeling grenades, shield bar, weapon, damage source, target point, companion, and radar
Reference of Halo 4
HUD analysis diagram labeling compass, target point, weapon, abilities, and armor health bar
Reference of Doom (2016)
HUD analysis diagram labeling radar, mission text, health bar, target point, route point, and abilities
Reference of Destiny

Sketches & Early Concepts

With the module list defined, I explored layout options through quick paper sketches and early digital concepts. These studies helped me decide how much information should live in the corners versus the center of the screen.

Hand-drawn sketch exploring weapon icons, emblem placement, and reticle layout
Early paper sketch for weapon and reticle placement
Hand-drawn sketch exploring boot sequence layout and circular focal point
Sketch for the boot sequence focal layout

Wireframes & Structure

Before refining the visuals, I defined the structure of both the boot sequence and the gameplay HUD as wireframes. As part of this phase I started testing shapes and layout composition.

Boot sequence wireframe with Valkyrie sequence initiated and code block
Boot sequence wireframe — early stage
Final boot sequence wireframe with U.E.S. logo, system initiated text, and biometric bars
Boot sequence wireframe — final structure
Early gameplay HUD wireframe with compass, reticle, and weapon module
Gameplay HUD wireframe — early stage
Intermediate gameplay HUD wireframe refining module placement
Gameplay HUD wireframe — intermediate stage
Final gameplay HUD wireframe with shield integrity, compass, weapon, grenades, and abilities
Gameplay HUD wireframe — final structure
Boot sequence animation test with Valkyrie Protocol KP32 Initiated and green code readout
Boot sequence animation test inside a gameplay environment
Central shield integrity gauge with hexagonal overlay and cyan sci-fi framing
Shield integrity gauge concept with visor-style framing
Early HUD concept with horizontal health and shield bars, compass, and weapon module
Early concept with horizontal status bars
Early HUD concept with circular shield gauge and cyan visor framing
Early concept with circular shield gauge

Impact & Results

  • The primary impact was personal growth and skill development.

Learnings

  • I learned to analyze existing video game interfaces and think about player experience.
  • Designing the logo system and iconography challenged me to create visuals that reinforced the sci-fi theme.
  • Animating the HUD in After Effects taught me how to break down UI motion into sequential layers and timed events. I learned to use expressions and effects to achieve the desired result.
  • The project pushed me to practice FUI design style and explore tools to get the best results.