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Images & Pixel Art

Generating UI and HUD Elements

Make buttons, panels, bars, frames and game titles that share one style, with the UI type and its Game Title, Text and Graphic modes.

The Voidless image generator with Type set to UI, the UI Mode menu open on Graphic, and generated fantasy health bars on the canvas
Type: UI, with its three modes.

A game's interface (buttons, panels, health bars, frames and the title logo) sells its polish as much as the characters do. The key is consistency: every piece should look like part of one set. In this guide we'll make a UI kit with the UI type.

Set up the UI type

In the image generator, set Type to UI. A UI Mode menu appears:

  • Graphic: a text-free element, such as a button, panel, frame, bar or icon.
  • Game Title: your game's title rendered as a logo. Put the title in the prompt.
  • Text: a short label or word rendered in the chosen style.

For titles and text, GPT-Image 2.5 renders lettering most reliably.

Lock the style first

Pick a Style and Colour Palette and generate one element you like, such as a single button. Keep those settings for every other piece. If you're on Voidless+, save that look as a style so later pieces can use it from My styles.

Generate the core set

Most UIs need the same pieces:

  • Buttons: normal, hover and pressed. Generate the normal one, then use Edit this image for "pressed, slightly darker" so the states match.
  • Panels and frames: inventory windows, dialog boxes, tooltips.
  • Bars: health, mana, stamina, XP. Ask for the empty frame and fill it in the engine.
  • Icons: see the items and icons guide.

Make panels stretchable

Panels and bars get resized in the engine. Ask for simple borders and a plain centre so they work with 9-slice scaling. Ornate details only work at one size.

Test them together

Put the pieces side by side at their real size, in a mock-up or in your game. Mismatches that hide in isolation show up as soon as the elements sit together.

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