GAME UI COLLECTION / MODERN MILITARY COLLECTION CONCEPT

Fieldline

Clear information. Focused play.

Clean, utilitarian interfaces for modern military shooters, extraction games, and squad tactics, with olive drab, tan, charcoal, and highly legible typography.

In planningRelease date and pricing to be announced.
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Designed for
Contemporary military shooters, extraction games, and squad tactics titles that need restrained combat HUDs, detailed equipment screens, and clear team information.
Collection direction
20 proposed screen types + reusable components
Availability
Not yet available to purchase or download

DESIGNED AS A SYSTEM

More than a
collection of buttons.

Contemporary military shooters, extraction games, and squad tactics titles that need restrained combat HUDs, detailed equipment screens, and clear team information.

The plan is to carry one visual language through complete screens, individual controls, and the moments between them. Matching states and documented screen flows will help you adapt the interface to your game.

Layouts, components, and interaction guidance are proposed together. Final contents will be confirmed before release.

THE PROPOSED COLLECTION

What we’re planning.

01 / SCREENS

From first click to next step.

  • Main menu & operations hub
  • Mode selection & squad lobby
  • Combat HUD & heading tape
  • HUD alerts & readability variants
  • Loadout, armor & grenade hotbars
  • Weapon attachment customizer
  • Gear comparison & preset management
  • Stash, inventory & inspection
  • Tactical map, coordinates & pings
  • Squad status & role selection
  • Objectives & match scoreboard
  • Mission briefing & deployment selection
  • Extraction status & departure review
  • After-action results & progression
  • Challenges, unlocks & rewards
  • Requisition store & transaction review
  • Team pings & communication wheel
  • Spectator, respawn & reconnect
  • Pause, settings & accessibility
  • Loading, empty states & confirmations
02 / COMPONENTS

One consistent toolkit.

  • Monochromatic olive, tan, and charcoal panels with high-legibility sans-serif typography
  • Minimal compass and heading tapes with directional objective markers
  • Weapon attachment slots, equipment comparisons, and loadout presets
  • Armor plate indicators, ammunition counters, and grenade hotbars
  • Tactical map grids, coordinate labels, ping markers, and map legends
  • Team member lists with health, armor, readiness, and connection status
  • Inventory matrices, carry capacity, item inspection, and favorite locks
  • Objective trackers, match scoreboards, extraction timers, and result summaries
  • Communication wheels, voice indicators, and context-sensitive input prompts
  • Reusable buttons, tabs, dialogs, loading feedback, and recovery states
03 / HANDOFF

The details to build with.

  • Organized editable source files
  • Transparent image exports
  • Scalable frame / 9-slice guidance
  • Color, typography, and spacing notes
  • Component state reference
  • Quick start and file inventory

UI + UX, TOGETHER

Make the next action clear.

A proposed interaction flow for this collection, with focus, feedback, and a predictable way back.

  1. 01

    Join a session, review squad readiness, and customize equipment with clear compatibility and comparison feedback.

  2. 02

    Read the compass, objectives, and team status at a glance, then open the map for coordinates and pings.

  3. 03

    Review extraction or match results, claim progression rewards, and return to the loadout with predictable navigation.

Built into the design brief

An unobstructed aiming area, readable compass headings, explicit loadout compatibility, coordinate grids with clear legends, labeled team states, and adjustable HUD contrast and scale. Implemented navigation and accessibility still need testing inside your game.

BEFORE YOU BUILD

A clear handoff.

We’ll publish exact formats, supported versions, and dependencies with the finished pack.

Asset delivery
Editable source and transparent image exports are planned. Exact formats are not finalized.
Game engines
Engine packages have not been announced. Unity, Unreal, and Godot compatibility is not yet verified.
SliceForge
A customization workflow is planned. Native project delivery and one-click opening are not yet confirmed.
Game behavior
Visual assets and UX guidance are the initial scope. Game logic and engine integration are separate.
License & updates
Commercial-use terms, team scope, font dependencies, and update policy will be published before sale.

TAKE YOUR OWN DIRECTION

Meet SliceForge.

Explore editable screens, reusable components, and UI kit exports. Start shaping your interface while this collection takes form.

Explore SliceForge

A FEW DETAILS

Before the first release.

Can I buy or download this pack now?

Not yet. This page shares the planned direction and contents. Pricing, a sample, and purchase options will be added when the pack is ready.

Are the previews actual game screenshots?

These are visual concept mockups, not screenshots of finished assets or an engine integration. Release previews will show the actual delivered files.

Will I need a SliceForge subscription?

The proposed pack is a separate product. No paid SliceForge subscription requirement is planned. Any optional customization workflow and its requirements will be documented before release.

Can I request a screen or engine format?

Yes. Contact the studio with your game genre, engine, and the screens you need. Requests help prioritize the first releases.