The brief
A competitive RTS lives and dies on its HUD. Stat panels, upgrade timers, resource counts and targeting all compete for attention — and all of it has to stay legible in the middle of a fight.
The approach
The fix for a dense genre isn't fewer features — it's hierarchy. We made the one thing that matters right now louder than everything else, grouped controls by how players actually reach for them, and kept the visual noise down so the battle, not the interface, holds focus.

The outcome
A HUD that carries a heavy competitive game without getting in the player's way — the part players see, touch, and judge. Layer 7, done properly.