Short Overview
SHIFT ZERO is a multi-disciplinary project encompassing both a premium Cyberpunk Heads-Up Display (HUD) interface design and a fully playable collaborative game prototype built in the Godot 4 engine.

Problem
In fast-paced, visually chaotic action games, critical player information (health, ammo, objectives) is often lost in the noise. The challenge was to design a UI that matched the aggressive, neon-drenched cyberpunk aesthetic while maintaining absolute clarity and split-second readability.
// HUD.CLUTTER
Information loss in high-intensity gameplay
Technical Implementation
The UI mockups were translated into the Godot 4 engine. I utilized Godot's Control nodes and custom shaders to replicate the CRT scanline effects and chromatic aberration seen in the Figma designs.
My Approach
I separated the project into two distinct phases: UI/UX conceptualization in Figma, and technical implementation in Godot. I approached the UI by studying military aviation HUDs, focusing on angular geometries, high-contrast neon accents against dark transparencies, and kinetic motion.
Design Decisions
- **Typography:** Selected a highly legible, aggressive sans-serif typeface to convey technical precision.
- **Color Theory:** Utilized a stark monochromatic base with highly saturated, singular accent colors (e.g., electric cyan or alert red) strictly reserved for critical status changes.
- **Diegetic Elements:** Designed components that look like they exist within the game world (angled projections, scanlines) rather than flat overlays.
Challenges
The hardest technical challenge was ensuring the UI shaders in Godot did not severely impact the game's framerate. The design challenge lay in balancing the "cool factor" of a cluttered cyberpunk interface with the strict usability requirements of an action game.
Result
A cohesive game prototype featuring a highly praised, visually striking UI that successfully communicates complex game states in a chaotic environment without breaking immersion.
Key Features
- High-contrast, readability-focused HUD
- Custom CRT and chromatic aberration shaders
- Playable prototype mechanics
Lessons Learned
This project was a masterclass in bridging the gap between static design and real-time rendering. It taught me how to optimize visual effects for game engines and the importance of playtesting UI designs in motion.
