WorkXR · Game UI

HumanOverride

The interface for an AR shooter where robots pour out of portals that open in your actual room.

HumanOverride cover
Role
UI/UX Designer
Timeline
Sep - Dec 2025
Platform
Mobile · AR, Android
Team
Two designers, three developers
Tools
Figma, Unity

Context

Human Override is an augmented-reality first-person shooter for Android, built under the Atharva Gaming Division. Robots pour out of portals that open in your actual room, street or campus, and you fight them through your phone camera. On a team of five, I designed the main menu, the in-battle HUD, the arsenal and weapon screens, the shop and chest system, and settings.

The challenge

In a normal game the designer controls every pixel behind the UI. In AR the background is the player's camera feed: a bright window, a dark corridor, a busy street, changing every second. The interface has to stay readable and usable on top of anything.

  • Unpredictable backgrounds, so contrast changes every second.
  • Thumbs cover the screen, because the phone is held in landscape with both hands.
  • Players are moving, so glanceable beats detailed.
  • Outdoor glare washes out thin, low-contrast UI.

Research

Before designing anything I studied Hunting Clash, a mobile shooter with a mature weapon economy, for how it presents guns, stats, upgrades and chests, and worked out what would and would not survive the move to a landscape AR game.

  • Adopted: stat bars on every gun so weapons compare at a glance, a card collection that unlocks the next upgrade level, a power rating badge, and chest tiers as the reward loop.
  • Adapted: portrait layouts became landscape, bright cartoon panels became dark sci-fi frames, and dense gun lists became fewer, larger cards that still read on a camera feed.

What I designed

  • A HUD with a clear centre

    Everything at the edges inside one glowing frame, because in AR the middle of the screen is where the player is aiming.

  • Two fire buttons

    One under each thumb, so players can shoot with either hand without changing grip.

  • Readouts where thumbs rest

    Health large and bright, weapon and ammo above the left thumb, score centred at the top where the eye rests between targets.

  • Arsenal and weapon info

    Fewer, larger gun cards with stat bars and a power rating, so weapons compare at a glance mid-session.

  • Shop and chests

    Three chest tiers with the price on the button, and an open sequence that earns the reward rather than just granting it.

What I took from it

  • Design for the worst background. Testing on real phones in real rooms showed thin lines and flat colours vanish on camera; glow and double outlines fixed it.
  • The centre belongs to the player. Every iteration moved something out of the middle of the screen, because in AR the world is the content.
  • Concept fast, build carefully. Quick mockups explored the chest and arsenal moods early; the final, buildable UI was then drawn in Figma.

Outcome

Live on Google Play under the Atharva Gaming Division, with 500+ downloads and a 4.1 star rating.

The full case study

Every section, in order.

12 boards from the HumanOverride deck, start to finish.

  1. HumanOverride: About
    01About
  2. HumanOverride: Challenge
    02Challenge
  3. HumanOverride: References
    03References
  4. HumanOverride: Player flow
    04Player flow
  5. HumanOverride: HUD breakdown
    05HUD breakdown
  6. HumanOverride: Iterations
    06Iterations
  7. HumanOverride: Visual system
    07Visual system
  8. HumanOverride: UI components
    08UI components
  9. HumanOverride: Weapons
    09Weapons
  10. HumanOverride: Chest opening
    10Chest opening
  11. HumanOverride: Final screens
    11Final screens
  12. HumanOverride: Reflection
    12Reflection
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