Battle HUD in a warehouse fight: party HP/MP/ATB bars and command shortcuts

Final Fantasy VII Remake Intergrade · HUD & Gameplay UI

Art style Realistic 3D

Final Fantasy VII Remake Intergrade - Battle HUD in a warehouse fight: party HP/MP/ATB bars and command shortcuts

About this game

Developer: Square Enix · Publisher: Square Enix · Platform: PC (Steam) · Art style: Realistic 3D · Screen type: HUD & Gameplay UI

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What to study

The design the queue came for, in its everyday form: FF7 Remake's hybrid battle HUD. Real-time action fills the screen, but the bottom-right corner keeps the classic JRPG party ledger, three stacked blocks (Tifa, Aerith, Cloud) with HP bars, MP numbers and, under the active character, the ATB and Limit gauges that decide when the game slows down for orders. Bottom-left, the other half of the contract: E Punisher Mode, F Attack, and the Commands Menu key, direct action now, menu tactics one press away. Nothing else is on screen: no enemy bar, no minimap, no quest text. The trailer's only Steam movie is a 52-second montage, so the opened Commands Menu itself, the materia and weapon loadout screens and every menu layer never appear at any timestamp; this frame and its two companions document the persistent HUD the menu hangs off. Frame at about 0:14 in the ESRB_EN trailer video (Steam), a pipeline scene-change survivor (candidates/v0_0015.png at 14.00s).

Patterns

How the screen is arranged.

minimal-hud status-row action-list

Components

Parts on screen.

Menu Minimap Vitals bar Gauge Quest tracker

Screen inventory

  • bottom-right, the whole party as three stacked stat blocks, Tifa 1127/2010 MP 30, Aerith 1458/1831 MP 31, Cloud HP 1248/2233 MP 33, each a name, an HP bar, a numeric MP value, and under Cloud the labelled ATB and Limit gauges; the active character's block (Cloud, bottom) is the one that carries the HP/MP labels and the filled ATB segments
  • bottom-left, the real-time command shortcuts that never leave the screen: E Punisher Mode, F Attack, and a dark key cap for Commands Menu, the hybrid's bargain in three lines: action inputs now, the turn-based menu one key away
  • the fight itself stays cinematic and uncluttered: a warehouse arena, an ice effect bursting at left and a spectral enemy mid-leap at centre, with no enemy health bar, no minimap and no objective text competing with the party readout
  • the HUD's visual language is thin cyan bars and small white numerals on translucent dark plates, deliberately slight against the photoreal scene, sized to be checked in a glance rather than read

Top 3 colors

#020210 22%#0d2956 21%#1b4f82 16%

Top three palette colors by share. The remaining colors make up the rest.

Source and credit

© Square Enix, Final Fantasy VII Remake Intergrade screenshot: Final Fantasy VII Remake Intergrade - ESRB_EN trailer video (Steam), shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by Square Enix.

Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page

Source details

Fetched 2026-10-21. verified 2026-10-21: pipeline scene-change frame (candidates/v0_0015.png, 14.00s) inspected visually at full resolution (1920x1080 native) and confirmed as a genuine, settled, fully legible battle frame, all three party stat blocks, the ATB/Limit labels and the E/F command shortcuts are sharp; no trailer typography or transition effect overlays the frame

no published policy found (checked 2026-10-21); fair-use study use, takedown honored within 48h

Rights holders: see Copyright & takedown.