<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
  <title>Notes on game UI, Hadjoudj Idris</title>
  <link>https://h-idris.com/blog.html</link>
  <description>Practical writing on game UI and UX: what interface work costs, how to hire for it, and the mistakes that quietly cost you players.</description>
  <language>en</language>
  <lastBuildDate>Wed, 09 Sep 2026 09:00:00 GMT</lastBuildDate>
  <atom:link href="https://h-idris.com/feed.xml" rel="self" type="application/rss+xml"/>
  <item>
    <title>Typography for game UI: the part players read under pressure</title>
    <link>https://h-idris.com/blog/game-ui-typography.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-typography.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>Choosing and using type in game interfaces: display versus interface faces, tabular figures, the type scale, weight, contrast over gameplay and text that is not English.</description>
  </item>
  <item>
    <title>Icon design for games: sets that still work at 32 pixels</title>
    <link>https://h-idris.com/blog/game-ui-icon-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-icon-design.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to build a game icon set that reads: silhouette first, one grid and one stroke weight, designing at ship size, icon versus label, states and badges, and export.</description>
  </item>
  <item>
    <title>Colour in game UI: a palette that sits on top of your game</title>
    <link>https://h-idris.com/blog/game-ui-colour.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-colour.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>Building an interface palette for a game: roles rather than swatches, one defended accent, state semantics, contrast over moving art, rarity systems and the desaturation test.</description>
  </item>
  <item>
    <title>UI animation: motion that helps, and motion that shows off</title>
    <link>https://h-idris.com/blog/game-ui-animation.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-animation.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>Designing game UI motion: what animation is for, durations and easing as a system, transitions with direction, staggering, the hundredth-time problem and how to spec it.</description>
  </item>
  <item>
    <title>Wireframes to prototype: how game UI actually gets designed</title>
    <link>https://h-idris.com/blog/game-ui-wireframing.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-wireframing.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>The stages a game screen goes through: screen list, greybox wireframes, a clickable flow, one screen to final quality, then the kit. What each stage is for and how to review it.</description>
  </item>
  <item>
    <title>What a game actually costs to make</title>
    <link>https://h-idris.com/blog/game-development-costs.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-development-costs.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>A realistic budget breakdown for a game: cost by scale, the split between disciplines, the expenses nobody plans for, and what the storefront actually leaves you.</description>
  </item>
  <item>
    <title>How long a game takes: prototype to gold</title>
    <link>https://h-idris.com/blog/game-development-timeline.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-development-timeline.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>The real shape of a game development schedule: what each phase means, how long each takes as a share of the whole, why elapsed time runs double, and the dates that cannot move.</description>
  </item>
  <item>
    <title>Running milestones: definitions of done, sign-off and slippage</title>
    <link>https://h-idris.com/blog/game-project-milestones.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-project-milestones.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to run game development milestones that hold: what a milestone document contains, writing definitions of done, sign-off windows, tying payment to delivery and handling slippage.</description>
  </item>
  <item>
    <title>The vertical slice: what goes in it, and what to leave out</title>
    <link>https://h-idris.com/blog/game-vertical-slice.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-vertical-slice.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>What a vertical slice actually is, how to choose which slice, what must be final and what can stay grey, how long one takes and the trap of building one you cannot scale.</description>
  </item>
  <item>
    <title>Scope: cutting a game down to something you can finish</title>
    <link>https://h-idris.com/blog/game-scope-control.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-scope-control.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to control game scope: why the second half of a feature costs more than the first, building a cut list before you need it, spotting load-bearing features, and cutting without gutting.</description>
  </item>
  <item>
    <title>Your Steam store page: capsules, screenshots and the first three seconds</title>
    <link>https://h-idris.com/blog/steam-store-page-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/steam-store-page-design.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to design a Steam store page that converts: current capsule sizes, designing for the thumbnail, screenshot order, the short description, tags and wishlists.</description>
  </item>
  <item>
    <title>The last eight weeks: a launch checklist</title>
    <link>https://h-idris.com/blog/game-launch-checklist.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-launch-checklist.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>What to do in the final eight weeks before a game launches: build lock, certification, store page, localisation, QA passes, the day-one patch and the week after.</description>
  </item>
  <item>
    <title>Tools and pipeline for a small game team</title>
    <link>https://h-idris.com/blog/small-team-game-pipeline.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/small-team-game-pipeline.html</guid>
    <pubDate>Wed, 09 Sep 2026 09:00:00 GMT</pubDate>
    <description>The working setup a small game team needs: version control for binary assets, task tracking that survives, build cadence, naming and folder conventions, and asset handoff.</description>
  </item>
  <item>
    <title>uGUI or UI Toolkit: which to build your game's UI in</title>
    <link>https://h-idris.com/blog/unity-ugui-vs-ui-toolkit.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-ugui-vs-ui-toolkit.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>A decision guide for Unity's two UI systems: what each is genuinely better at, what Unity's own docs recommend, the hybrid most teams land on, and what changes for the designer.</description>
  </item>
  <item>
    <title>Why your Unity menus tank the frame rate</title>
    <link>https://h-idris.com/blog/unity-ui-performance.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-ui-performance.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>The interface causes of Unity frame drops: canvas rebuilds, raycast targets, layout groups, overdraw, atlas batching and text updates, with how to measure each one.</description>
  </item>
  <item>
    <title>Prefabs, variants and a Unity UI kit that survives the project</title>
    <link>https://h-idris.com/blog/unity-ui-prefab-kit.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-ui-prefab-kit.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to structure a Unity UI kit that holds up: base prefabs and variants, nesting depth, naming, theming without duplication, and mapping a Figma library onto it.</description>
  </item>
  <item>
    <title>Inventories, shops and leaderboards: fast lists in Unity</title>
    <link>https://h-idris.com/blog/unity-scroll-lists.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-scroll-lists.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Designing and building long lists in Unity: pooling and recycled scroll rects, item prefabs that can be reused, the states nobody lists, and controller focus inside a scroll view.</description>
  </item>
  <item>
    <title>World-space UI in Unity: screens in the room, not on the glass</title>
    <link>https://h-idris.com/blog/unity-world-space-ui.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-world-space-ui.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to build interface that lives in the 3D world in Unity: render modes, canvas scale, why text goes soft, interaction with rays and hands, diegetic screens, and performance.</description>
  </item>
  <item>
    <title>The first ten minutes: onboarding that does not feel like a tutorial</title>
    <link>https://h-idris.com/blog/game-onboarding-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-onboarding-design.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to design a first session players finish: what the first ten minutes must do, teaching through level design, when a prompt earns its place, and how to measure the drop-off.</description>
  </item>
  <item>
    <title>How to run a playtest that tells you something</title>
    <link>https://h-idris.com/blog/game-ux-playtesting.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ux-playtesting.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>A practical guide to game playtesting: how many players, who to recruit, the script, what to say and never say, what to record, and how to turn notes into a prioritised fix list.</description>
  </item>
  <item>
    <title>Where do I go? Navigation, menus and wayfinding</title>
    <link>https://h-idris.com/blog/game-navigation-wayfinding.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-navigation-wayfinding.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Two navigation problems and how to solve both: menu structure and naming, the back button contract, wayfinding in the world, objective tracking and maps that work.</description>
  </item>
  <item>
    <title>Feedback: how a game tells the player it heard them</title>
    <link>https://h-idris.com/blog/game-feedback-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-feedback-design.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Designing game feedback: the three questions every action must answer, the timing budget, layering visual, audio and haptic response, telegraphing, and failure feedback.</description>
  </item>
  <item>
    <title>The words in your game: buttons, tooltips, errors and item text</title>
    <link>https://h-idris.com/blog/game-ux-writing.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ux-writing.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>UX writing for games: naming buttons after outcomes, confirm dialogs that prevent mistakes, tooltips and item text, error messages, empty states and writing for localisation.</description>
  </item>
  <item>
    <title>Your UI problem is usually a systems problem</title>
    <link>https://h-idris.com/blog/game-systems-and-screens.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-systems-and-screens.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Why interfaces get crowded: the design decisions that force complexity onto the screen, the comprehension budget, and the systems changes that shrink a UI.</description>
  </item>
  <item>
    <title>Progression that keeps players: unlocks, upgrades and pacing</title>
    <link>https://h-idris.com/blog/game-progression-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-progression-design.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>How game progression works and how to show it: the three curves, reward pacing, types of unlock, choosing a tree or a track, and the screen that makes it feel good.</description>
  </item>
  <item>
    <title>Difficulty, failure and the moment players quit</title>
    <link>https://h-idris.com/blog/game-difficulty-and-failure.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-difficulty-and-failure.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Why players quit after failing, the three costs of failure, designing a fast retry loop, fair difficulty, difficulty options without shame, and the death screen.</description>
  </item>
  <item>
    <title>Currencies, sinks and prices: an economy players understand</title>
    <link>https://h-idris.com/blog/game-economy-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-economy-design.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>Designing a game economy that stays readable: sources and sinks, how many currencies, pricing and anchors, where economies break, and how to show them on screen.</description>
  </item>
  <item>
    <title>From core loop to screen list: turning a design into something you can build</title>
    <link>https://h-idris.com/blog/core-loop-to-screen-list.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/core-loop-to-screen-list.html</guid>
    <pubDate>Tue, 08 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to derive a screen list from a game design: the four layers, deriving screens from systems, why states are where scope hides, and what to cut first.</description>
  </item>
  <item>
    <title>Your game UI looks amateur. Here is usually why</title>
    <link>https://h-idris.com/blog/why-game-ui-looks-amateur.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/why-game-ui-looks-amateur.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>Eight specific, fixable reasons a game interface reads as amateur, in the order they usually show up, and a one-hour pass that fixes most of them without redrawing anything.</description>
  </item>
  <item>
    <title>How long does it take to design a game's UI?</title>
    <link>https://h-idris.com/blog/how-long-does-game-ui-design-take.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/how-long-does-game-ui-design-take.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How long game UI design actually takes, by scope: design days versus elapsed weeks, what each of the five stages needs, a realistic eight-week schedule, and what gets cut when a project is rushed.</description>
  </item>
  <item>
    <title>Freelance, studio, or asset store: who should design your game's UI?</title>
    <link>https://h-idris.com/blog/freelance-studio-or-asset-store.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/freelance-studio-or-asset-store.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>A straight comparison of the three ways to get game UI made: asset store kits, a freelance designer, or a studio. Real costs, real risks, when each is the right answer, and the hybrid most teams should actually run.</description>
  </item>
  <item>
    <title>Main menu design: what every game menu needs</title>
    <link>https://h-idris.com/blog/game-main-menu-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-main-menu-design.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>What a game main menu has to contain and why: the required elements, the order to put them in, first-run versus returning-player states, four layouts that work, controller focus, and a checklist to run against your own.</description>
  </item>
  <item>
    <title>Game UX design: what it actually is, and when your game needs it</title>
    <link>https://h-idris.com/blog/game-ux-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ux-design.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>What game UX design actually covers, what a UX designer delivers, how to read player complaints as usability problems, how to run a playtest that produces real data, and when your game needs this work.</description>
  </item>
  <item>
    <title>Game logo design: what makes one work, and what it costs</title>
    <link>https://h-idris.com/blog/game-logo-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-logo-design.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>What a game logo has to survive, the sizes it must work at, wordmark versus emblem, the typeface licensing trap, what belongs in a logo package, and what game logo design costs.</description>
  </item>
  <item>
    <title>VR UI/UX design: what changes when the interface is in the room</title>
    <link>https://h-idris.com/blog/vr-ui-ux-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/vr-ui-ux-design.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How VR interface design differs from flat screens: comfort constraints, where to attach UI, readable distance and text size, ray versus hand versus gaze input, and what VR UI/UX work costs.</description>
  </item>
  <item>
    <title>Designing game UI for Unity: a handoff that actually gets built</title>
    <link>https://h-idris.com/blog/unity-ui-design-handoff.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/unity-ui-design-handoff.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to design game UI that survives Unity: reference resolution and Canvas Scaler, anchors, nine-slice, sprite exports and atlases, TextMeshPro, states, controller navigation, and a handoff checklist.</description>
  </item>
  <item>
    <title>Mobile game UI design: thumb zones, safe areas and the screens that pay</title>
    <link>https://h-idris.com/blog/mobile-game-ui-design.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/mobile-game-ui-design.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How mobile game UI differs from PC: thumb reach, safe areas and notches, touch target sizes, one-handed layouts, density, portrait versus landscape, and the screens that carry the revenue.</description>
  </item>
  <item>
    <title>Designing game UI for controllers: focus, navigation and console requirements</title>
    <link>https://h-idris.com/blog/controller-ui-navigation.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/controller-ui-navigation.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>What changes when a game UI is driven by a gamepad: focus states, explicit navigation maps, button glyphs and platform conventions, ten-foot legibility, Steam Deck, and what certification checks.</description>
  </item>
  <item>
    <title>What to send your UI designer: the brief and asset checklist</title>
    <link>https://h-idris.com/blog/game-ui-design-brief.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-design-brief.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>The brief decides the quote. A field-by-field checklist of what to send a game UI designer, what to attach, the screen list that prices the job, and the gaps that make estimates go up.</description>
  </item>
  <item>
    <title>Game UI accessibility: the settings players actually ask for</title>
    <link>https://h-idris.com/blog/game-ui-accessibility.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-accessibility.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>A practical guide to accessible game UI: text size, subtitles, colour that is never the only channel, contrast in motion, remapping, flashing, and what each of them costs at design time.</description>
  </item>
  <item>
    <title>Shop, battle pass and offers: designing monetisation players do not resent</title>
    <link>https://h-idris.com/blog/game-monetisation-ui.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-monetisation-ui.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to design shops, bundles, battle passes and offers that convert without costing you trust: card anatomy, currency clarity, the offer moment, dark patterns, and the purchase flow.</description>
  </item>
  <item>
    <title>Where to find a game UI/UX designer: every channel, compared</title>
    <link>https://h-idris.com/blog/where-to-find-a-game-ui-ux-designer.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/where-to-find-a-game-ui-ux-designer.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>Every place to find and hire a game UI/UX designer, compared on quality, speed, cost and risk: freelance marketplaces, portfolio platforms, job boards, communities, referrals and outsourcing studios, with search terms that actually work.</description>
  </item>
  <item>
    <title>How to find a game development team you can trust</title>
    <link>https://h-idris.com/blog/how-to-find-a-game-development-team.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/how-to-find-a-game-development-team.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>How to find and hire a game development team: the four models compared, who to hire first and in what order, where to find studios and specialists, how to vet them, and what a team actually costs.</description>
  </item>
  <item>
    <title>How to write a game UI job post that gets good applicants</title>
    <link>https://h-idris.com/blog/game-ui-job-post-template.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-job-post-template.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>Why most game UI job posts attract the wrong people, what a good one contains, a copy-paste template, the phrases that repel experienced designers, and how to screen the replies quickly.</description>
  </item>
  <item>
    <title>Game development outsourcing: what it costs and how to manage it</title>
    <link>https://h-idris.com/blog/game-development-outsourcing-costs.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-development-outsourcing-costs.html</guid>
    <pubDate>Mon, 07 Sep 2026 09:00:00 GMT</pubDate>
    <description>What it costs to outsource game development work by discipline, how outsourced compares to in-house once employer costs are counted, the costs nobody quotes for, and how to manage an outsourced workstream so it delivers.</description>
  </item>
  <item>
    <title>Indie game UI on a budget: what to design first</title>
    <link>https://h-idris.com/blog/indie-game-ui-on-a-budget.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/indie-game-ui-on-a-budget.html</guid>
    <pubDate>Sat, 05 Sep 2026 09:00:00 GMT</pubDate>
    <description>A priority order for indie game UI when the budget is small: which four screens are worth paying for, what each one must contain, where a UI kit is genuinely fine, and a free pass you can run on your own game this week.</description>
  </item>
  <item>
    <title>Seven HUD mistakes that make players quit</title>
    <link>https://h-idris.com/blog/hud-design-mistakes.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/hud-design-mistakes.html</guid>
    <pubDate>Tue, 01 Sep 2026 09:00:00 GMT</pubDate>
    <description>The seven HUD problems that show up most often in indie games: why each one happens, how to fix it, how to test the fix, plus genre priorities, accessibility, and a ten-minute audit you can run today.</description>
  </item>
  <item>
    <title>How to hire a game UI/UX designer</title>
    <link>https://h-idris.com/blog/how-to-hire-a-game-ui-ux-designer.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/how-to-hire-a-game-ui-ux-designer.html</guid>
    <pubDate>Tue, 25 Aug 2026 09:00:00 GMT</pubDate>
    <description>How to hire a game UI/UX designer: which role you actually need, when to bring them in, how to read a portfolio past the hero shots, the red flags, twelve questions worth asking, and a brief template that gets accurate quotes.</description>
  </item>
  <item>
    <title>What game UI/UX design actually costs in 2026</title>
    <link>https://h-idris.com/blog/game-ui-ux-design-cost.html</link>
    <guid isPermaLink="true">https://h-idris.com/blog/game-ui-ux-design-cost.html</guid>
    <pubDate>Tue, 18 Aug 2026 09:00:00 GMT</pubDate>
    <description>Real ranges for game UI and UX work in 2026: single screens, HUDs, full menu systems and design systems, priced by platform and genre, plus how payment works and how to read a quote.</description>
  </item>
</channel>
</rss>
