FPS Health HUD Style Guide
A practical hub for creating FPS-style health bars, hearts, and vitality meters in AI-generated images, anime frames, and comic panels.
Updated
Nov 18, 2025
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/style/hud/fps-health
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What is the FPS health motif?
FPS health is a UI convention that communicates a character’s vitality at a glance. Common forms: horizontal bars (solid or segmented), heart icons, numeric HP (e.g., 73/100), color shifts (green→yellow→red), and shield/armor layers. In AI art, this motif can appear as: (1) an overlay HUD on top of a rendered scene, or (2) a diegetic element integrated into the world (visor/helmet display). Both approaches set tone and narrative stakes instantly.
- Forms: bar, hearts, segmented shields, medkits, numeric HP
- Contexts: FPS overlays, anime battle UIs, comic action panels
- Modes: overlay (screen-space) vs diegetic (in-world)
Design patterns and semantics
Use consistent iconography and color to signal health state quickly.
- Bars: solid for simplicity; segmented for damage granularity. Add subtle ticks every 10%.
- Hearts: stylized for anime/comic tones; cracked or pulsing at low HP.
- Shields/Armor: separate layer or color (blue/cyan) to distinguish from health (green).
- Numbers/Microcopy: HP, 100/100, +25 (heal), "CRITICAL" at <15%. Keep numerals crisp and large.
- Placement: top-left or bottom-left for Western FPS; bottom-right for some JP/arcade vibes; avoid covering faces/action.
- States: normal (green), warning (amber), critical (red), shield (blue), poison (purple), heal (mint).
- Default colors: Health #24D05A, Warning #FFC02D, Critical #FF3B30, Shield #37A0FF
- Contrast target: 4.5:1 against background
Prompting recipes (SDXL, Stable Diffusion, Midjourney)
Base structure (adapt per model):
- Overlay HUD prompt: "first-person view, FPS HUD overlay, top-left segmented health bar 100/100, neon green health, subtle glass UI, clean white icons, sharp numerals, anime cel-shaded action scene, depth of field, high detail, cinematic lighting"
- Diegetic UI prompt: "inside helmet visor, transparent holographic health readout, cyan shield + green health, hex grid, ghosted reflections, sci‑fi anime soldier, dramatic backlight"
- Comic panel prompt: "manga action panel, onomatopoeia SFX, bold FPS health bar with big numerals '73/100', halftone screentones, crisp inking, dynamic composition" Style toggles:
- Military gritty: "grunge UI, minimal color, stencil icons, scratched glass"
- Cyberpunk: "holographic neon, scanlines, chromatic aberration"
- Arcade/anime: "pixel-heart icons, chibi medkit, vibrant cel shading" Negative cues: "blurry UI, illegible numbers, heavy watermark, extra fingers, distorted text, low-res HUD, cropped health bar" Control and consistency tips:
- Use ControlNet/Reference for layout: supply a sketch of bar placement.
- IP-Adapter/Reference Only for icon consistency across frames.
- Inpaint numbers and labels post‑gen for perfect legibility.
- Keep UI thickness 2–4 px at 2K; scale up proportionally for 4K
- Add "sharp numerals, crisp UI" to counter blur
Composition and placement
Respect action readability. Place health UI in peripheral zones, not over faces or weapons. For 16:9 frames:
- Safe zones: 5% inset from edges to avoid cropping in thumbnails.
- Rule of thirds: align the bar with top-left intersections; mirror for right-handed compositions.
- Perspective: overlay elements should stay screen-aligned; diegetic UI can follow head/visor tilt.
- Avoid stacking UI over subtitles or SFX
- Leave 16–24 px breathing room from edges
Color, type, and iconography
Choose a palette that works on both light/dark scenes.
- Health: #24D05A; Warning: #FFC02D; Critical: #FF3B30; Shield: #37A0FF; Poison: #9B59B6; Heal flash: #7FFFD4.
- Background strokes: use white at 30–60% opacity or near-black with 40% opacity for outline.
- Type: use clean, geometric numerals (DIN-like, Eurostile-like, pixel fonts for retro). In AI outputs, replace numbers manually for clarity.
- Icons: heart, cross/medkit, shield, plus sign. Keep consistent line weight.
- Maintain 8–12% saturation shift between states for clarity
- Prefer monospaced numerals for HP counters
Models and tools
Generation:
- SDXL/Stable Diffusion: robust for UI overlays; pair with ControlNet (lineart/normal) for layout.
- LoRA add‑ons: search HUD/UI, sci‑fi interface LoRAs for consistent styling.
- Midjourney: great for concept frames; refine UI later in 2D tools. Refinement:
- Photopea/Photoshop: vector shape layers for bars and icons; smart objects for easy updates.
- After Effects: animate pulsing low‑HP warnings; add subtle scanlines and noise.
- Use "Reference Only" to lock icon language across a series
- Export UI as separate PNG with alpha for flexibility
Post-processing workflow
- Generate the base scene without UI (clean plate).
- Generate with UI cues OR paint UI on a new layer.
- Replace numbers/icons with vector shapes for sharpness.
- Effects: slight glow (outer 2–4 px), noise 1–2%, faint scanlines at 8–12% opacity, micro‑vignette.
- Blend modes: Screen/Linear Dodge for holographic; Normal with 90–95% opacity for flat.
- Export: retain layered PSD/AE for revisions; deliver flattened PNG for web.
- Thumbnail check: confirm legibility at 320 px width.
- Keep glow subtle to avoid bloom over skin
- Aim for 60–70% UI opacity on bright scenes
Use cases
- Streaming overlays and VTuber frames (diegetic visor health)
- Game art mockups and key visuals
- Anime frame inserts for action beats
- Comic panels showing damage/regen states
- Thumbnails: low‑HP red flash to increase urgency
- Low-HP (red) thumbnails often drive higher CTR in action niches
- Use shield+health dual bars for sci‑fi flavor
Accessibility and readability
- Contrast ratio ≥ 4.5:1 for numerals vs background.
- Minimum numeral size ~24 px at 1080p; scale proportionally.
- Color-blind safety: differentiate states by icon/shape and brightness, not just hue.
- Motion restraint: flashing at ≤3 Hz; provide non-flashing alternatives for animations.
- Combine color + icon + text for state changes
- Avoid pure red (#FF0000); use deeper reds for contrast
Common pitfalls and quick fixes
Problem: blurry or garbled numbers → Fix: inpaint/remove and replace with vector text. Problem: UI covers face/action → Fix: move to corners; reduce scale 10–15%. Problem: colors blend into background → Fix: add 1–2 px stroke or dark plate under UI. Problem: inconsistent icons across a sequence → Fix: template a master UI and composite. Problem: over-glow → Fix: clamp highlights; reduce bloom radius.
- Template once; reuse across shots for consistency
- Validate at mobile sizes before publishing
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Graph links
Neighboring nodes this topic references.
HUD Overlay Basics
Foundational UI overlay principles to pair with FPS health elements.
Ammo Counter Design
Complementary HUD element often paired with health bars.
Crosshair Design
Screen-center UI that must balance with health placement.
Cyberpunk UI Style
Color and holographic patterns useful for neon health HUDs.
Vitality Heart Icons
Icon set variations for anime and retro health motifs.
Manga Screentone Techniques
Comic texture methods that enhance HUD readability in panels.
Anime Cel Shading
Shading style that pairs well with flat, readable HUD graphics.
Diegetic UI Design
Integrate health readouts into in-world helmets and visors.
Topic summary
Condensed context generated from the KG.
Visual motif: health indicators from first-person shooters—bars, hearts, segmented shields, medkits—used as overlay HUDs or diegetic interfaces. Useful for framing action, conveying stakes, and adding game‑like readability to AI-generated anime and comics.