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Player, Server & Vehicle HUD

FiveM HUD system designed for high-pressure RP sessions, combining player vitals, server economy/status, and vehicle telemetry in one low-distraction interface.

Player and server HUD preview

Preview

Vehicle HUD preview

Vehicle state layer activates while driving and introduces speed, seatbelt, gear, and fuel telemetry without obscuring road visibility.

Player and server HUD details

On-foot view surfaces health/comms on the left, map context at the bottom-right, and server/economy state at the top-right.

Context

This HUD was built for a FiveM roleplay server where players constantly switch between on-foot interaction, vehicle driving, and economy-focused tasks. The previous interface was visually noisy, inconsistent across states, and hard to parse during high-pressure gameplay.

I handled UX direction and implementation with a focus on three synchronized layers: player status HUD, server/status panel, and a context-aware vehicle HUD that appears only when relevant.

Problem

The old HUD stack created gameplay friction:

  • Player vitals and communication state were not consistently visible.
  • Vehicle data either cluttered the screen full-time or appeared too late.
  • Server context (player count, faction, economy) lacked hierarchy.
  • Important alerts had weak contrast and poor glanceability.

The core need was a single HUD system that improves decision speed without sacrificing immersion.

Users

  • Roleplay players managing health, comms, and situational awareness.
  • Drivers who need immediate telemetry during pursuits and navigation.
  • Server staff and faction players tracking status and economy context.

Product Goals

  • Keep critical information readable in under a one-second glance.
  • Separate persistent information from context-specific overlays.
  • Avoid visual overload while preserving RP-style immersion.
  • Ensure smooth behavior across different resolutions and client performance levels.

UX Strategy

The UX direction prioritized operational clarity over decorative complexity:

  1. Group information by player intent: survival, navigation, economy, and driving.
  2. Reserve center-screen space and edges with highest gameplay sensitivity.
  3. Reveal vehicle telemetry only when inside a vehicle.
  4. Use contrast and typography scale to make warnings and high-value numbers pop.

Solution Overview

The delivered HUD system combines three coordinated surfaces:

  • Player HUD with health and communication indicators.
  • Server HUD panel for identity, status, and economy metrics.
  • Vehicle HUD module with speed, gear, fuel, and seatbelt state.

Information Hierarchy

The hierarchy was designed by urgency:

  • Immediate survival/comms information stays anchored to the lower-left.
  • Vehicle telemetry is centered low for fast eye travel while driving.
  • Server and economy data is grouped in a compact right-side column.
  • Spatial orientation remains on the minimap in the lower-right.

This reduced scan distance and made state changes easier to notice in active sessions.

Player HUD

The player layer handles always-relevant signals:

  • Health status and survival indicators.
  • Voice/comms state for team coordination.
  • Lightweight indicators that remain legible without covering interaction hotspots.

Server HUD

The server panel communicates administrative and economy context:

  • Connected player count and role/faction label.
  • Cash and bank balances with clear numeric priority.
  • Priority and civic status flags shown as low-noise secondary rows.
  • Local time indicator for roleplay scheduling and event awareness.

Vehicle HUD

Vehicle-specific telemetry appears on entry and disappears on exit:

  • Real-time speed readout with high-contrast numerals.
  • Seatbelt prompt state for safety and law-enforcement RP flows.
  • Gear indicator and fuel level grouped with driving metrics.
  • Layout tuned to avoid overlap with minimap and world-space action.

Technical Architecture

  • Runtime: FiveM resource client scripts for state detection and updates.
  • UI: NUI layer built with HTML/CSS/JS for rendering and transitions.
  • Messaging: Lua-to-NUI postMessage bridge for low-latency state sync.
  • Performance: Throttled updates and conditional rendering by player context.

Architecture choices prioritized frame stability and readability before adding advanced cosmetic effects.

Validation

Validation was performed in live gameplay scenarios:

  • On-foot interaction and combat transitions.
  • Rapid vehicle entry/exit edge cases.
  • High-speed pursuit readability checks.
  • Economy and status value updates during active sessions.

Outcome

  • Faster player recognition of critical status changes during gameplay.
  • Cleaner visual separation between persistent and contextual HUD elements.
  • Improved driving awareness from centered, glanceable telemetry.
  • Lower confusion around server status and economy visibility.

Lessons Learned

  • Conditional UI is more effective than trying to display all data at once.
  • Numeric hierarchy matters more than adding more decorative iconography.
  • HUD clarity directly affects player confidence in high-pressure moments.

Next Iteration

  • Add editable layout presets for different player preferences.
  • Introduce color-safe modes for accessibility and contrast sensitivity.
  • Expand telemetry hooks for advanced vehicle and mechanic systems.