FPS health

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

Cluster path

/style/hud/fps-health

Graph links

8 cross-links

Tags
hud
ui
fps
health
overlay
game-ui
anime
comic
style-guide
prompting
sdxl
stable-diffusion
midjourney
controlnet
lora
accessibility
family:style
Graph explorer

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

  1. Generate the base scene without UI (clean plate).
  2. Generate with UI cues OR paint UI on a new layer.
  3. Replace numbers/icons with vector shapes for sharpness.
  4. Effects: slight glow (outer 2–4 px), noise 1–2%, faint scanlines at 8–12% opacity, micro‑vignette.
  5. Blend modes: Screen/Linear Dodge for holographic; Normal with 90–95% opacity for flat.
  6. Export: retain layered PSD/AE for revisions; deliver flattened PNG for web.
  7. 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

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.