Sekiro: UI Redesign
Combat HUD & Equipment Menu
Overview
This project is a UI/UX redesign study of two Sekiro interface screens: the in-game combat HUD and the equipment menu. The goal was to explore how these screens could become more practical, readable and player-focused while preserving the atmosphere and intensity of the game.
Original combat HUD
The original HUD distributes combat information across different areas of the screen. This was the starting point for exploring a more concentrated layout during high-pressure fights.
Combat information, grouped
For the combat HUD redesign, I focused on concentration and information flow. I explored a more grouped layout to reduce attention spread and make important combat information easier to read within a tighter visual area. I also experimented with repositioning player and boss status elements to bring boss-related information closer to the main field of attention during combat.
Original equipment menu
The original menu establishes the game’s visual language with textured surfaces, brush-stroke panels and grouped equipment categories. I used that language as the foundation of the redesign.
A clearer path through equipment
For the equipment screen redesign, I kept the original layout language as a foundation, but reorganised the structure to make prosthetic tool information more accessible. The selected Prosthetic Tool, its cost and its description are presented in the same main flow without requiring an additional input. Combat Arts, Ninjutsu, Quick Items and player stats remain visible on the same screen.
The design trade-off
The main trade-off across both redesigns was minimalism and compactness. To improve readability, visibility and on-screen understanding, I sacrificed some of the original interface’s restrained density and stricter layout discipline. The redesigned screens are slightly more explicit in how they present information, with clearer grouping and a more direct reading flow.
This project was created as a fan-made UI/UX practice focused on layout logic, information hierarchy, usability and player attention. These are design hypotheses, rather than results from player testing.
Sekiro: Shadows Die Twice and its original UI belong to FromSoftware and Activision. Personal fan-made redesign by Murad Kan. Some supporting interface elements were generated with AI. The case-study typefaces are Judson and Inter.
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