AI Game UI Generator
Generate the interface your game wears (health and mana bars, buttons, inventory panels, dialog boxes, HUDs, and menus) in a consistent style, on transparent backgrounds, ready to wire up.
What is an AI game UI generator?
An AI game UI generator produces the interface a game wears (health and mana bars, buttons, inventory panels, frames) from a text prompt, in one consistent style. Ludo generates cohesive UI element sets with transparent backgrounds, and animates them into loop-ready sprite sheets, so a bar fills, a button presses, and a panel opens in Unity, Godot, or any engine's HUD.
Watch a whole game HUD made in Ludo
A knight with no health bar, no abilities and no buttons gets a whole screen in one art style: the tutorial makes the bars and buttons with UI Element and the ability and loot icons with Item Icon, edits the mana bar into a matching health bar, then builds the HUD in Godot 4.
Transcript: How to Make Game UI with AI: Icons, Health Bar and Buttons (Godot 4 HUD)
How to make game UI with AI: this knight has no health bar, no abilities and no buttons, so we make every piece in one art style and build the whole screen.
Ludo.ai is an AI generator for game icons and UI assets, and it starts in the Image Generator, on Generate New, with the image type chip.
The picker has 21 image types, and an interface needs two: UI Element for buttons, status bars, frames and panels, and Item Icon for small icons like abilities and loot.
Under Filters, the Art Style menu has 32 styles plus Any style, and we pick Flat Design, simple shapes in solid colors, and leave Perspective and Aspect Ratio on their first entries.
Here is the formula: say what the piece is, describe its colors and shapes, add no text, and end every prompt with the same style words.
Our ending is flat design style, solid colors, centered, for a cheerful mobile fantasy game, the same on every prompt.
Click Generate, and the mana bar comes back on a transparent background, ready for the game screen.
For icons, switch the type to Item Icon and describe one object per prompt, four abilities and three loot items, all with the same ending.
Now a health bar that matches the mana bar, so instead of a new prompt we set Generation Mode to Edit Image and start from the mana bar itself, which keeps its frame and shape and changes only the colors.
Add the mana bar as Image 1, say what changes, the blue fill to red and the blue droplet to a red heart, say what stays, the same frame, and end with the same style words.
A bar that drains needs two pictures of the same size, so we edit the health bar twice, once completely full and once completely empty, and the game shows more or less of the full one over the empty one.
Open a result fullscreen and hover the four swatches, White, Black, Magenta and Lime, and the same transparent piece sits on each, then Download gives you a PNG.
In Godot 4, the health bar is a Texture Progress Bar on a CanvasLayer, with the empty bar as Texture Under, the full bar as Texture Progress and Fill Mode left to right.
Value is the health, so at sixty the bar fills sixty percent of the way, and your game changes that one number when the knight is hit.
The buttons are Texture Buttons and the icons are Texture Rects, sized by Ignore Texture Size, Expand Mode and Stretch Mode, and both bars share one Scale, so the files stay as they are.
Anchor the bars to the top left, the ability bar to the bottom left and the buttons to the right edge, and the screen is done.
Pick the type, keep one art style, end every prompt with the same words, and edit a piece to make its match.
Knight: Finally, a health bar! Start free at ludo.ai.
Game UI generated with Ludo
Bars, buttons, panels, and HUDs, generated with transparent backgrounds, in matching styles.







Animated game UI from the same prompt
Ludo animates UI assets as well as generating them. Take a UI element like these ornate status bars and animate it from a motion prompt or from keyframes you set. The element comes back as a sprite sheet of up to 64 frames, built for looping, so the bar fills, the button presses, and the panel opens in your HUD.

- Health and mana bars that fill and drain
- Buttons with a press and release
- Panels and dialog boxes that open
- HUD counters and icons with a pulse or glow idle
Ludo lives where you build
Every generator in your terminal, your AI agent, your own code and the Unity editor. One account, one set of credits.
Explore developer toolsnpm install -g @ludoai/cliMCP serverAny MCP client, including assistants that can't run commands.https://mcp.ludo.ai/mcpREST APIYour own app, game server or pipeline.https://api.ludo.ai/api/Unity pluginGenerate and import assets inside the Unity editor.What devs build with it


Full HUD and menus
Bars, counters, panels, and minimaps that all match, with no mismatched UI kit.


Any style, mobile to fantasy
Flat casual kits, painted fantasy, anime, pixel, whatever your game wears.



Reskin for themes
Keep the element and change the skin. These are the same health and mana bars, same layout and same fill, edited into three different art directions for seasonal or themed builds.
FAQ
Yes. Game UI is generated on transparent backgrounds so you can composite it directly over your game.
Yes. Generate with a style reference (Generate with Style mode) and your bars, buttons, and panels share one coherent look.
Health and mana bars, buttons, inventory and item panels, dialog boxes, skill buttons, HUDs, menus, and more, in any of 32 art styles.
Yes. You own the UI you generate with Ludo and can use it however you like, including in commercial games.
Yes. Ludo animates UI assets as well as generating them. Describe the motion in a prompt, or set up to three keyframes, starting from the element itself, such as an empty bar and then a full one, and the UI element comes back as an animated sprite sheet: a health bar that fills and drains, a button that presses, a panel that opens, a HUD icon that pulses. The named motion presets and the reference-video workflow are built around character sprites, so for UI the motion is written or keyed.
Yes. Switch Generation Mode to Edit Image, upload the element, and describe the new look while naming what must stay the same, such as the layout, the fill and the frame shape. That is how the three bar variants on this page were made, from one set of bars. Edit with Mask limits a change to one region, for example only the gem on a button, and Remove Background (free in the web app) leaves any element on a transparent background.
Hydra is the default: it runs 3 to 5 seconds at 3 credits per second and comes back with a matching sound effect you can use for the click or the fill. Hydra+ (4 credits per second) adds finer detail. Forge (1.5 credits per second, 1 to 5 seconds) is the cheaper choice for a quiet pulse, and with keyframes you can fix an empty and a full state yourself. Animation lengths run up to 5 seconds.
An animated UI element comes back from Ludo as a sprite sheet with a maximum of 4, 9, 16, 25, 36, 49, or 64 frames in playback order, with the individual frames and an animated GIF available as optional outputs. Play it as a flipbook when something happens, a button pressing or a panel opening, or step it by state rather than by timer, mapping a value to a frame index so a bar shows the fill frame that matches. Frame sizes run from 32 to 384 px, plus max-resolution and AI 1.5x upscale modes, so you can size the frames for the interface they will live in. The Ludo CLI's free ludo toolbox, which runs offline with no account, slices the sheet into frames or exports it to Godot, Unity or Phaser.
Experience the future of game creation
Free to try. No credit card required.