A one-level interface is the complete set of screens and on-screen elements a player needs to play a single level of a game: a way to start, a heads-up display (HUD) during play, a pause option, and a clear end screen for winning or losing. Navigational tools are the parts of the interface that help players find their way – both through the menus (buttons, tabs, back arrows, level select) and through the game world (maps, mini-maps, compasses, waypoints and signposts). Both are forms of graphic design: arranging type, icons, colour and space so information is quick to read.
This is a hands-on lesson that puts earlier theory to work. Review The Game UI Design Process and How to Tell Good UI From Bad UI and How to Wireframe a Game User Interface before you start.
Part 1: Designing a one-level interface
Treat one level as a mini-game with a beginning, middle and end. Plan these screens and states:
| Screen or state | What it needs | Graphic design tips |
| Title / start | Game title, “Play” button, optional settings and credits. | One dominant button; the title uses the game’s key colours and font. |
| Level intro | Level name and goal (“Collect 20 shells before sunset”). | Short text plus an icon; fade out after 2–3 seconds or on a tap. |
| Gameplay HUD | Only essential information: lives or health, score or progress, timer, pause button. | Place at the edges and corners; use icons with numbers; consistent colours. |
| Pause menu | Resume, restart, settings, quit. | Darken the game behind the menu; “Resume” selected by default. |
| Win screen | Celebration, score, stars or rewards, “Next” or “Replay”. | Animated reward, big readable score, clear next step. |
| Lose screen | Encouraging message, reason for losing, “Try again”. | Friendly tone; show how close the player got. |
Graphic design basics for game interfaces
- Typography: use one display font for titles and one very readable font for everything else. Keep text short and large enough for the platform.
- Icons: draw simple, bold icons with the same line thickness and style. Test that each is recognisable at small sizes.
- Grid and alignment: line elements up on an invisible grid and keep equal margins around the screen edges (a “safe area”, important on TVs and phones with notches).
- Colour and contrast: use the game’s palette, but make sure text and important icons have strong contrast with the background.
- Theme: the frames, buttons and fonts should look like they belong to the game world – driftwood buttons for a beach game, glowing panels for a space game.
Part 2: Designing navigational tools
Menu navigation
- Keep menus shallow: players should reach any option in two or three steps.
- Always provide a Back button in the same place, and support the controller’s back button or the Escape key.
- Show the current selection clearly with a highlight, outline or animation.
- Use breadcrumbs or titles (“Settings › Audio”) so players know where they are.
- Make it work with every input the game supports: touch, mouse, keyboard and controller.

In-world navigation
- Maps and mini-maps show the player’s position, goals and explored areas.
- Compass bars and waypoints point towards objectives.
- Environmental signposting guides without any HUD: lights, paths, colour, open doors and landmarks draw players forward.
- Breadcrumb trails – coins or collectables placed along the intended route – quietly show the way.

Game director Masahiro Sakurai explains why menus should express the personality of your game world, not just list options:
Example
For a single beach level called Shell Seeker, a student designs: a title screen with a driftwood “Play” button; a level intro card (“Find 20 shells before the tide comes in”); a HUD with a shell counter (top-left), a tide timer drawn as a rising wave (top-right) and a pause button; a pause menu on a wooden sign; a win screen with up to three starfish for speed; and a lose screen saying “The tide won this time – you found 16 shells!”. For navigation she adds a small mini-map in the bottom-right corner showing shell locations the player has already spotted, and places seagulls that circle above hidden shells as in-world signposts.
Exercise
- Choose a level idea and list every screen and HUD element it needs, using the table above.
- Draw the full one-level interface: title, level intro, HUD, pause, win and lose screens. Apply at least three graphic design tips.
- Design a menu flow with a Back button and breadcrumbs, and one in-world navigational tool (mini-map, compass or signposting).
- Build the screens in Scratch, Construct or any tool (or as linked slides) and ask someone to navigate them without help. Record where they got stuck.
Syllabus link: This post is relevant to the CAPE® Animation and Game Design Syllabus, Unit 2: Interactive Design and Game Development, Module 3: Animation for Games – Specific Objective 1 (“design a one level interface”); Specific Objective 2 (“design navigational tools”).
Attributions to media used in this post:
SuperTuxKart kart selection screen 2018.png – QwertyChouskie – CC BY-SA 4.0 (via Wikimedia Commons)
Meritous-automap.png – Lancer-X/ASCEAI – CC BY-SA 3.0 (via Wikimedia Commons)
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