Project

Ra Survival
Sep 2025

CommissionedFeaturedJsonUIHUDInventory

A Minecraft Bedrock Edition map by Radium, inspired by Call of Duty's Zombies mode. I was commissioned to build the full UI, including hotbars, a gun display, round counters, power-ups, perks, crosshair notifications, and more.

My responsibility was the entire UI logic. I did not create the textures myself; I took the provided assets and built them into a working JsonUI system. Motion and feedback matter a lot here, so watch the showcase video for the systems in action.

The project is still in active development, so textures, icons, and design may change or be adjusted over time.

Similar HUD-focused commission work: Mineville UI.

Credits

Information

People involved in creating this project.

Browse Client Work for more commissioned JsonUI.

Media

Everything In Action

Take a look at this development video, which shows in details all elements created by me. Pay attention to all animations - something very rare to see in such complex projects!

Media

Custom Inventory Screen

Take a look at this development video, which shows extra open/close animations!

Showcase

In-game Screenshots

In-game screenshots of the elements I created and added to this map. Some elements already existed, so this list covers only my own work.
  • Hotbars

    1. Hotbars

    Classic vanilla layout has been changed to 3 sections.

  • Closer look at hotbars

    2. Closer look at hotbars

    With in-game items it gets more interesting. Slots can also lock based on the item inside - still selectable, but without the selected texture and slightly less visible.

  • Opacity function in hotbars

    3. Opacity function in hotbars

    When player has special items in slot, they are less visible and selected texture is not visible at all - to indicate that player has no access to this slot.

  • Special Round Animation

    4. Special Round Animation

    Is played when player starts game.

  • Ending of special round animation

    5. Ending of special round animation

    Transition out of the round-start animation. Best seen in the development video above.

  • Rounds element

    6. Rounds element

    Sits in the bottom left corner, showing the current round number with a smooth change animation when switching rounds. To match the three bell sounds, it flashes and shifts color to dark red.

  • Closer look at rounds element

    7. Closer look at rounds element

    Can display rounds as roman numerals or normal numbers.

  • Gun display

    8. Gun display

    Sits in the bottom right corner, showing the current gun icon, name, and ammo, with a smooth slide animation when switching guns.

  • Closer look at gun display

    9. Closer look at gun display

    When ammo is low, the color shifts to light red.

  • Low ammo indicator

    10. Low ammo indicator

    When ammo is really low, color is changed to dark red and text appears under crosshair. Also with subtle entry animation!

  • Power-Ups

    11. Power-Ups

    Another UI element above the hotbars. When the player collects a power-up, it plays entry and exit animations.

  • All Power-Ups

    12. All Power-Ups

    If player has more power-ups at the same time, they expand to fit everything in middle, of course with entry and exit animation!

  • Perks

    13. Perks

    Positioned in bottom left corner above rounds element, used to indicate that player has certain buffs.

  • Closer look at perks

    14. Closer look at perks

    Icons use custom entry, exit, and close animations, and stay stuck to the left side.

  • Crosshair notifications

    15. Crosshair notifications

    Extra element for quick message to user.

  • Closer look at crosshair notifications

    16. Closer look at crosshair notifications

    Messages have entry and exit animations and can stack up to 4 lines.

  • Hurt Flash

    17. Hurt Flash

    Whenever player receives damage and their health is not low, slightly red overlay appears.

  • Doubled Hurt Flash

    18. Doubled Hurt Flash

    When health is very low, overlay transparency is doubled. Both states have entry and exit animations.

  • Electric Flash

    19. Electric Flash

    Is visible when player walks through electric trap, blue overlay appears with entry animation and disappears smoothly as well.

  • UI visibility (technical)

    20. UI visibility (technical)

    Custom command-driven toggle for HUD visibility during gameplay.

  • Custom Crosshair visibility (technical)

    21. Custom Crosshair visibility (technical)

    Same visibility control as the HUD, but for the custom crosshair only.

Showcase

Custom Inventory Screen

A simple layout that updates instantly without any reloads. With a custom technique I built it this way instead of relying on server forms.
  • Custom Inventory Screen

    1. Custom Inventory Screen

    Separated by updatable elements. Everything you see there can be changed.