Combat HUD: one corner cluster, health, stamina, sharpness
Monster Hunter: World · HUD & Gameplay UI
Art style Realistic 3D
About this game
Developer: CAPCOM Co., Ltd. · Publisher: CAPCOM Co., Ltd. · Platform: PC (Steam) · Art style: Realistic 3D · Screen type: HUD & Gameplay UI
More Monster Hunter: World screens in the Gallery
What to study
Monster Hunter: World's combat HUD is an argument for absence: two tapered ribbons, green health over yellow stamina, a clock dial, a name, a sharpness gauge and a couple of small icons, all of it gathered into a single top-left cluster that occupies perhaps a twentieth of the screen. There is no minimap to glance at, no objective tracker, no floating damage arithmetic; the monster itself is the interface, read through its posture, its drool and its tells. The restraint is load-bearing, a hunt is a reading exercise, and every pixel of chrome the game withheld is attention returned to the animal. This frame is the settled in-combat state, taken a breath after a knockdown, with the cluster fully legible and no trailer caption or overlay anywhere in frame. Frame at about 0:29 in the Defender α Armor showcase trailer (Steam; scene-change survivor v0_0007).
Patterns
How the screen is arranged.
corner-cluster status-bars minimal-hud
Components
Parts on screen.
Log Minimap Vitals bar Gauge Clock Button prompts Quest tracker
Screen inventory
- everything the HUD says in combat sits in one small cluster at the top left: a circular clock dial, the name 'Hunter', a long green health bar and a shorter yellow stamina bar beneath it, both drawn as tapered ribbons with pointed ends rather than rectangular meters
- under the bars, two smaller readouts complete the hunter's state, a weapon sharpness gauge in the same ribbon style and a pair of tiny item/status icons, and that is the entire interface: no minimap box, no quest log, no damage numbers, no button prompts anywhere else on the screen
- the frame catches why the cluster can afford to stay small: the hunter has just been knocked flat into the stream by the Anjanath rearing over him, jaws open, mid-fight, health, stamina and edge are the only numbers that matter, and the game trusts the monster's body language and the scoutflies for everything else
Top 3 colors
#2a2429 20%#998981 18%#c9bcaa 17%
Top three palette colors by share. The remaining colors make up the rest.
Source and credit
© CAPCOM Co., Ltd., Monster Hunter: World screenshot: Steam trailers (Defender α Armor / Defender Weapons showcase trailers), CAPCOM Co., Ltd., shown for design study and commentary. PlayCraft is an unofficial fan project, not affiliated with or endorsed by CAPCOM Co., Ltd..
Source tier 2 (publisher-released) · screenshot: Steam store page · Steam page
Source details
Fetched 2026-10-26. verified 2026-10-26: scene-change survivor candidates/v0_0007.png @ 28.51s in the Defender α Armor showcase trailer (Steam movie 256769016), MD5 a497bf02af43af2485b856fae9652921, from the pipeline download (35,937,581 B, MD5 9a7e855cf6ae9d9044e8e9ca0cdc08e8; full decode to null with -xerror exit 0, zero error lines, decode-pipeline-file.err), inspected visually at full resolution (1920x1080 native); the clock dial, Hunter nameplate, health and stamina ribbons, sharpness gauge and item icons all legible in the top-left cluster; no trailer caption or marketing overlay in this frame. The pipeline's candidates.json attributes this frame to the weapons clip's title, the file it was extracted from is the armor clip (see the provenance note in monster-hunter-world-0 and review-notes.md)
Capcom Video Policy (capcom.com/video-policy, last updated 2021-01-06; checked 2026-10-26): game footage for commentary/educational use, no commercialization beyond platform partner/ad programs; still-frame study use with commentary, takedown honored within 48h
Rights holders: see Copyright & takedown.