HUD Redesign

March 2026

The Problem

In team-based modes, Fortnite already shows you your teammates' health and shield bars, but that's where the shared information stops. Players have no way of knowing how many materials a teammate is carrying, or what weapons they have on them, without stopping to ask. In a game where those details can directly influence how you rotate, engage, or support your team, that's a gap that costs players. The HUD redesign looks at how to surface that information without cluttering the screen or creating an unfair advantage.

User Research

The ideas behind the HUD changes aren't entirely new to the Fortnite community. Reddit users have previously proposed the concept of being able to see teammates' loadouts directly in the HUD, with the suggestion noting it would be particularly useful in auto-fill lobbies where teammates have no mic, allowing players to help out by seeing what weapons and items they're carrying. The thinking was that it could save time, reduce the need to constantly ask teammates what they have, and encourage better teamwork overall. Importantly, the same community discussion acknowledged that displaying full loadouts at all times would take up a lot of screen space, especially in squads, and suggested the information might be better placed somewhere like the pause menu instead. That tension between value and screen real estate fed directly into how the loadout display was handled in this redesign.


On the materials side, the Reddit community has shown clear interest in making material information more readable at a glance, with one community suggestion around improving how material quantities are visually communicated earning over 6,000 upvotes on the subreddit. The appetite for better material visibility has been there for a long time.


My own experience and input from friends who have been playing since 2018 pointed in the same direction. The material counter came from personal frustration with not having that information readily available during team play, and the loadout idea came from a friend who felt the same gap. The broader community had already been asking for something similar; this redesign is an attempt to actually put it on screen in a way that works.

Goals

  • Surface teammate material counts directly in the HUD, visible at a glance during play

  • Show teammate loadouts within the HUD to give players a clearer picture of their team's resources

  • Keep the HUD clean and avoid adding information that could be considered an unfair advantage

Key User Pain Points

  • No way to know how many materials a teammate is carrying, making it hard to coordinate build fights or decide who should engage

  • Loadout information is completely hidden unless a teammate manually drops their items or you ask them directly

  • Asking for this information mid-game breaks flow and costs time in fast-paced situations

  • Players are left making guesses about team resources, which leads to poor coordination and avoidable losses

Assumptions

  • Players are in team-based modes where teammate awareness actually matters

  • Material count is most relevant in builds-enabled modes, where resource management affects how you engage

  • Players would rather have contextual information available passively than have to ask for it mid-game

Goals

  • Surface teammate material counts directly in the HUD, visible at a glance during play

  • Show teammate loadouts within the HUD to give players a clearer picture of their team's resources

  • Keep the HUD clean and avoid adding information that could be considered an unfair advantage

Key User Pain Points

  • No way to know how many materials a teammate is carrying, making it hard to coordinate build fights or decide who should engage

  • Loadout information is completely hidden unless a teammate manually drops their items or you ask them directly

  • Asking for this information mid-game breaks flow and costs time in fast-paced situations

  • Players are left making guesses about team resources, which leads to poor coordination and avoidable losses

Assumptions

  • Players are in team-based modes where teammate awareness actually matters

  • Material count is most relevant in builds-enabled modes, where resource management affects how you engage

  • Players would rather have contextual information available passively than have to ask for it mid-game

Goals

Assumptions

  • Surface teammate material counts directly in the HUD, visible at a glance during play

  • Show teammate loadouts within the HUD to give players a clearer picture of their team's resources

  • Keep the HUD clean and avoid adding information that could be considered an unfair advantage

  • Players are in team-based modes where teammate awareness actually matters

  • Material count is most relevant in builds-enabled modes, where resource management affects how you engage

  • Players would rather have contextual information available passively than have to ask for it mid-game

Key User Pain Points

  • No way to know how many materials a teammate is carrying, making it hard to coordinate build fights or decide who should engage

  • Loadout information is completely hidden unless a teammate manually drops their items or you ask them directly

  • Asking for this information mid-game breaks flow and costs time in fast-paced situations

  • Players are left making guesses about team resources, which leads to poor coordination and avoidable losses

Current Fortnite Gameplay HUD

Looking at the current HUD, teammate information is minimal. You have an indicator showing where they are on the map, and in the bottom left you can see each teammate's name, along with their health and shield bars. That's it. There's no material count, no indication of what weapons they're carrying, nothing beyond the basics. Compare that to the bottom right of the screen, where your own materials and full loadout are clearly laid out at all times. The gap between what you know about yourself and what you know about your team is significant, and it's what this redesign looks to close.

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Current Fortnite HUD

Design Addition #1: Material Counter for Teammates

The first addition is a builds counter displayed beside each teammate's health bar in the bottom left. Showing individual icons for wood, stone, and metal was considered, but that approach takes up significantly more space and still requires you to do the math yourself in the middle of a fight. Instead, the counter converts their total materials into a single number representing how many pieces they can build.


In Fortnite, every structure costs 10 materials to place, so (for example) 300 wood allows for 30 structures, 142 stone allows for 14, and 87 metal allows for 8. Therefore, the counter would add 30 + 14 + 8 and display 52, indicating that teammate has 52 builds they can place.


One number, instantly readable, telling you exactly how much your teammate has to work with. No guessing, no mental math, no asking. In the example photo below, one teammate can currently build 119 things, and the other can build 75.

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HUD with a Material Counter

Design Addition #2: Loadout Display for Teammates

The second addition was a display of each teammate's loadout below their health/shield bar, showing what weapons they're currently carrying. In practice though, having this visible at all times was deemed to be too much. It occupied a considerable amount of screen space and, compared to the material counter, the return wasn't quite worth it. Knowing a teammate has a sniper rifle is useful, but it's not information you need constantly in front of you the way material count is.


This led to an iteration: rather than scrapping the idea entirely, the loadout display was reworked to only appear when the player opens/toggles their own inventory, making it a contextual detail rather than a permanent fixture. That solution is covered in the next section.

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HUD with Material Counter & Loadout

Design Iteration: Contextual Loadout Display

The fix was to tie the loadout display to a moment when it actually makes sense to look at it. When a player opens their own inventory to check or manage their gear, they're already in the mindset of thinking about equipment, what they have, what they're missing, what they might need. That's the natural moment to also know what their teammates are carrying.


So rather than showing teammate loadouts at all times, they now appear only when the player's inventory is open. Visually, the teammate's loadout icons are displayed at full opacity while their nameplate and health bar soften slightly into the background, keeping the loadout as the clear focal point without the rest of the teammate panel competing for attention.


Once the inventory is closed, everything returns to its default state and the screen goes back to being clean (only the material counter is visible, along with teammate health and shield bars). The information is available exactly when you'd want it, and invisible when you wouldn't. It's a small shift in how the feature works, but it's what took this addition from feeling like clutter to having a real purpose.

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Inventory HUD Emphasizing the Player's and Teammate's Loadout

The Final HUD

The HUD redesign landed on two additions that complement each other well. The material counter sits permanently beside each teammate's health bar, always visible, always current. It's the kind of information that changes constantly during a match and is genuinely useful at any given moment, so it earns its place as a persistent element. The loadout display takes a different approach, appearing only when the player opens their inventory, then stepping back out of the way. Together they give players a meaningful upgrade in team awareness without overwhelming the screen. Everything added has a reason to be there, and nothing overstays its welcome.

Normal State (Material Counter Only)

Inventory State (Showcasing Teammate Loadouts)

Normal State (Material Counter Only)

Inventory State (Showcasing Teammate Loadouts)

Normal State (Material Counter Only)

Inventory State (Showcasing Teammate Loadouts)

The Problem

In team-based modes, Fortnite already shows you your teammates' health and shield bars, but that's where the shared information stops. Players have no way of knowing how many materials a teammate is carrying, or what weapons they have on them, without stopping to ask. In a game where those details can directly influence how you rotate, engage, or support your team, that's a gap that costs players. The HUD redesign looks at how to surface that information without cluttering the screen or creating an unfair advantage.

Eshan Hannsraj

- Impossible is Nothing

Eshan Hannsraj

- Impossible is Nothing

Eshan Hannsraj

- Impossible is Nothing

Eshan Hannsraj

- Impossible is Nothing