Open to new projects
Interfaces that get out of the player's way.
I'm Hadjoudj Idris, a game UI/UX designer with 6+ years designing menus, HUDs and complete interface systems for games, VR, mobile apps and desktop software, from hands-on designer to team lead.
Upwork100% Job Success
- Years designing
- 6+
- Titles on Steam
- 3+
- Projects in portfolio
- 12
- Studios & clients
- 40+
Selected work
Six projects, start to finish
Each one covers the whole player journey, not a single hero screen. Open any case study for the reasoning behind every decision.
WAR
A gritty modern shooter concept, built from the logo outward: custom wordmark, main menu, tabbed options, a statistics dashboard and a save system that makes picking the right slot foolproof.
On Steam
Astro Protocol
Interface direction for a one-hour 4X: the build and research panels, diplomacy, anomaly events and the nine-condition scoreboard, all designed to be read at a glance rather than studied.
Nocturne Drive
A complete player journey for a neon racing concept: career hub, garage, race setup, HUD, inbox, controls and loading, built as one consistent design system from wireframe to final art.
Stellar Despair
A story-driven space adventure interface: three navigation systems, the front-end menu, the in-game hub and the bonus content section, sharing one frame across seven screens, from the save browser to the loadout grid and the mission log.
WarTruck
A front-end menu and three settings screens for an industrial war sim, all built on the same two-column layout, each shown next to the greyscale wireframe it started as.
Game UI/UX Design for TSOlife
Five games for TSOlife's senior-living touchscreen units, Bingo, Blackjack, Slots, Word Search and Rhythm, all built on one navigation skeleton so a resident who learns one already knows the other four.
What I do
Three ways I usually help
Most engagements start with one of these and grow into a shared design system.
Game UI/UX design
Intuitive, visually polished interfaces for PC, mobile and console. From wireframes and HUDs to complete menu systems, every screen is designed around the player's flow, not just the layout grid.
App & product UI/UX
Clean, modern, user-friendly interfaces for mobile, web, VR, AR and desktop applications, focused on usability, accessibility and a seamless experience from concept to final design.
Logo & game identity
Simple, memorable marks for games, studios, apps and digital brands. Every logo is built for clarity and scalability, so it holds up from a store icon to a splash screen.
Writing
Notes on game UI
Everything here comes out of client work: the questions studios actually ask before they hire, and the problems I keep fixing on other people's screens. No trend roundups.
Typography for game UI: the part players read under pressure
Interface type is read in half a second, at speed, over moving artwork, by somebody who did not come to your game to read. Almost every rule that applies to a book works against you here, and the fixes are specific.
Read the articleIcon design for games: sets that still work at 32 pixels
An icon has about a fifth of a second and a few hundred pixels to say what a thing is. Most game icon sets fail not because the drawings are bad, but because they were drawn large, one at a time, by different rules.
Read the articleColour in game UI: a palette that sits on top of your game
Your interface sits on top of artwork somebody spent months on, in a scene whose colours change every second. That is a different colour problem from designing a poster, and most game palettes fail because they were built like one.
Read the article