Game Menu Design Examples: Inspiring Ideas & Tutorials

Mississauga Jul 01, 2026

Game menu design is a critical aspect of user experience, serving as the primary navigation hub for players to explore and interact with a game's features. A well-designed menu can enhance accessibility, immersion, and overall enjoyment, while a poorly designed one can lead to confusion and frustration. Let's delve into some game menu design examples, highlighting key aspects and best practices.

2D Game Main Menu
2D Game Main Menu

Effective game menus should be intuitive, visually appealing, and informative. They should provide clear signposts to guide players through the game, while also being unobtrusive enough to allow for seamless gameplay. Let's explore two main topics in game menu design: layout and navigation, and aesthetics and theming.

DailyUI Game Setting Challenge! 🚀
DailyUI Game Setting Challenge! 🚀

Layout and Navigation

Game menus come in various layouts, each with its own strengths and weaknesses. Understanding these layouts can help designers create menus that are both functional and engaging.

Game menu screen from Telltale's walking dead game - with buttons/UI
Game menu screen from Telltale's walking dead game - with buttons/UI

One popular layout is the **Hub-and-Spoke** design, where the main menu serves as the 'hub', connecting players to various 'spokes' or sections of the game. This layout is often used in open-world games, providing quick access to essential features like maps, quests, and inventory. An example of this is the menu system in "The Legend of Zelda: Breath of the Wild", which uses a central map as the hub, with spokes leading to different gameplay elements.

Linear Menus

How to Make a Menu Interface for a Fantasy Themed iPhone Game | Envato Tuts+
How to Make a Menu Interface for a Fantasy Themed iPhone Game | Envato Tuts+

Linear menus present options in a sequential, hierarchical manner, often using a combination of text and icons. This layout is simple and intuitive, making it great for games with straightforward progression. A good example is the menu system in "Dark Souls", which uses a linear layout to guide players through character creation, game settings, and multiplayer options.

However, linear menus can become unwieldy in larger games, leading to excessive scrolling or multiple layers of menus. Balancing simplicity with accessibility is key in designing linear menus.

Grid-Based Menus

Mobile Game UI
Mobile Game UI

Grid-based menus display options in a grid format, allowing for quick selection and easy navigation. This layout is often used in games with a wide variety of customization options, such as character creation or loadout selection. "Mass Effect" series uses a grid-based menu for character customization, allowing players to easily select and modify various aspects of their character.

Grid-based menus can be highly efficient, but they may not be suitable for games with complex, hierarchical structures. They also require careful consideration of grid size and spacing to ensure options are easily distinguishable.

Aesthetics and Theming

the game's menu for caveboy escape, which is available on the app store
the game's menu for caveboy escape, which is available on the app store

The visual design of a game menu should complement and enhance the game's overall aesthetic. Consistency in art style, color palette, and theming can help create a cohesive, immersive experience for players.

**Art Style Consistency** is crucial in game menu design. The menu should feel like a natural extension of the game world, using the same art style and visual language. For instance, "Undertale" maintains its unique, hand-drawn aesthetic throughout its menu system, creating a seamless, cohesive experience.

the menu for an interactive video game
the menu for an interactive video game
Game menu in pixel art and 8-bit style made up of metallic buttons with options such as Play, Continue, Options, Credits and Exit
Game menu in pixel art and 8-bit style made up of metallic buttons with options such as Play, Continue, Options, Credits and Exit
the menu for call of duty ghost is shown in this screenshot from an interactive video game
the menu for call of duty ghost is shown in this screenshot from an interactive video game
Main Menu UI – The Last of Us
Main Menu UI – The Last of Us
the menu for planetary wars is shown in this screenshot
the menu for planetary wars is shown in this screenshot
an image of the game's menu and page layouts are shown in this graphic style
an image of the game's menu and page layouts are shown in this graphic style
the menu for an upcoming game
the menu for an upcoming game
the menu for an interactive game with different items and numbers on each panel, including two levels
the menu for an interactive game with different items and numbers on each panel, including two levels
In-game menu & typography
In-game menu & typography
the menu screen for an animal crossing game, with different levels and numbers on it
the menu screen for an animal crossing game, with different levels and numbers on it
UI ART {for an UNANNOUNCED video game} :: Behance
UI ART {for an UNANNOUNCED video game} :: Behance
the menu for settings in an animated video game
the menu for settings in an animated video game
the menu for an upcoming game, with many options to choose which item you want
the menu for an upcoming game, with many options to choose which item you want
Spaceship game menu screen rock UI with cartoon outlines
Spaceship game menu screen rock UI with cartoon outlines
the menu for an anime game with various buttons and symbols on it, including two microphones
the menu for an anime game with various buttons and symbols on it, including two microphones
the menu for farmville is shown in this screenshot
the menu for farmville is shown in this screenshot
the menu for today's menu is pink and white with lots of food on it
the menu for today's menu is pink and white with lots of food on it
Main Menu Screen Mobile Design
Main Menu Screen Mobile Design
the menu for pause, an interactive game that allows you to play with your friends
the menu for pause, an interactive game that allows you to play with your friends

Color and Lighting

Color and lighting can significantly impact the mood and readability of a game menu. **Contrast** is key in ensuring menu elements are easily distinguishable. Darker colors and strategic use of light can create a sense of depth and hierarchy, guiding players' attention towards important elements. "Hollow Knight" uses a dark, moody color palette in its menus, with strategic use of light to highlight key options.

Color can also be used to **signal functionality**, with certain colors reserved for important or interactive elements. For example, red is often used to denote danger or critical information, while green is associated with health or positive outcomes.

Animations and Transitions

Animations and transitions can greatly enhance the interactivity and responsiveness of a game menu. They provide visual feedback, reinforcing player actions and guiding attention. "The Witcher 3" uses subtle animations and transitions in its menu system, creating a smooth, responsive user experience.

However, animations should be used judiciously. Overuse or excessive complexity can draw attention away from the game itself, or even cause performance issues. Balancing visual feedback with efficiency is key in designing animated menus.

In the ever-evolving landscape of game design, menu design continues to play a pivotal role in shaping player experience. By learning from these examples and continually refining our design processes, we can create menus that are not just functional, but also engaging, immersive, and ultimately, fun.