GAME UI COLLECTION / TACTICAL SHOOTER COLLECTION CONCEPT

Neon Breach

Gear up. Read the fight. Breach the city.

Chunky low-poly 3D interfaces for tactical sci-fi and cyberpunk shooters, from squad deployment and weapon loadouts to clear, responsive combat HUDs.

In planningRelease date and pricing to be announced.
Explore planned contents Tell us what you need
Designed for
First-person, third-person, and mobile shooters set in stylized sci-fi arenas and neon city districts.
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.

First-person, third-person, and mobile shooters set in stylized sci-fi arenas and neon city districts.

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
  • Operatives & progression
  • Loadout & weapon comparison
  • Attachments & upgrades
  • Mission briefing & deployment
  • First-person combat HUD
  • Third-person combat HUD
  • Mobile shooter & touch layout
  • Tactical map & squad pings
  • Squad lobby & matchmaking
  • Objectives & interaction states
  • Armor, damage & revive states
  • Scoreboard & match results
  • Mission rewards & unlocks
  • Inventory & item details
  • Armory shop & purchase review
  • Pause & checkpoint retry
  • Audio, display & controls
  • Accessibility & HUD customization
  • Loading, connection & recovery
02 / COMPONENTS

One consistent toolkit.

  • Beveled buttons with hover, focus, pressed, selected, and disabled states
  • Reticles, ammo counters, reload prompts, and gadget cooldowns
  • Health, segmented armor, damage direction, and revive feedback
  • Minimaps, compass strips, objective markers, and squad pings
  • Weapon slots, attachment nodes, comparison cards, and upgrade costs
  • Squad cards, ready checks, microphone states, and matchmaking status
  • Capture progress, hold interactions, and extraction countdowns
  • Scoreboard rows, reward cards, and progression indicators
  • Toggles, sliders, rebinding fields, recovery dialogs, and notifications
  • Chunky equipment icons plus keyboard, controller, and touch prompts
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

    Choose a mission, compare your loadout, and ready the squad before deployment.

  2. 02

    Read targets, armor, ammunition, and squad signals without losing sight of the fight.

  3. 03

    Review results, claim unlocks, and return to the lobby with your next action clear.

Built into the design brief

A clear aiming area, readable ammo and armor, adjustable HUD scale and reticles, remappable inputs, touch-safe spacing, and squad indicators that pair icons with labels. 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.