Pixel Art Game UI: a Menu With a Story

A good game menu starts from the game's story. Mine has three screens, an in-game store, a message screen and a controls screen, built from one frame, three tab buttons and icons the player already knows from the game.

Animated pixel art game menu next to an isometric building: the store, a message and the controls screen

Start from the story

Imagine you're building a game. The player owns a property and invests in it: brick walls, a wooden floor, heating, ventilation, plumbing, arcade machines, windows and furniture. Better property attracts tenants. Then a message pops up: you can now earn with billboards, invest yes or no. Every item in the store is something we built in the course, so the menu tells the same story as the art.

Three screens, one frame

The store screen: a grid of item thumbnails, brick walls, metal plate, pipes, bushes, a vending machine, an arcade, an air conditioner and a table
Store
The message screen: the cash balance and a message offering billboards, invest yes or no
Message
The controls screen: sound and music bars and two buttons, controls and save
Controls

The frame and the three tab buttons on the left stay the same on every screen. Only the content changes. The tabs use the same icons as the content: a crate for the store, cash for messages, sliders for the controls.

Item icons

Pixel art item icons: a coin, gold and silver medals, a green and a purple diamond, cash, a loot pile and a book

Small icons follow the same rules as any sprite: one light source, a clear silhouette, a few colors. At this size every pixel counts. The coin is only 11 by 11 pixels, so its highlight and shadow are a handful of pixels each.

Rules that keep pixel UI readable

  • Check every screen at real size, not zoomed in. If a label is hard to read at 1x, it's too small.
  • Use one outline width and one corner style for every frame and button.
  • Keep the palette shared with the game art, so the menu feels part of the world.
  • Make the selected state obvious: the store marks the chosen item with a bright frame.
  • Build frames so they can stretch: corners, edges and a center that repeats. Then one frame fits any screen size.

Your turn

Take the idea and change it: a new button style and shape, other colors, your own messages and thumbnails, more items, or a different story. A fantasy shop, a spaceship's cargo bay, a farm market. Start from the story, then let it decide what goes on each screen.