Anonymous
10/24/2025, 10:34:10 PM
No.12124539
>>12123979
The simplest explanation is that they are not scalable and are extremely time-consuming to make.
Not only do you have to make those highly-detailed assets, you need to manually place each element for each possible resolution and make sure that it actually functions. Scaling raster graphics is surprisingly GPU intensive too, even a pure pixel-art game like Blasphemous or Bloodstained Curse of the Moon will put heavy load on a GPU if it's scaled up to 4k with zero benefit. That and if the interface needs a redesign to accommodate new content, then you might end up having to deal with the possibility of having to redraw entire parts of it from scratch if it's designed as one big artwork rather than something modular.
Look at the OP image for instance, the God of War (row 3, column 1) one would have to resize all the assets if just one more spell was added. The Oddworld (top right) main menu would need to redraw the frontmost parts if a new option was added to it.
This kind of UI is often done in tandem with the game design, the inventories up there are limited and the game is designed around it, and some of them are so visually large it would be impossible to expand it without having to resize every single element or adding entirely new systems such as scrolling or inventory tabs.
The simplest explanation is that they are not scalable and are extremely time-consuming to make.
Not only do you have to make those highly-detailed assets, you need to manually place each element for each possible resolution and make sure that it actually functions. Scaling raster graphics is surprisingly GPU intensive too, even a pure pixel-art game like Blasphemous or Bloodstained Curse of the Moon will put heavy load on a GPU if it's scaled up to 4k with zero benefit. That and if the interface needs a redesign to accommodate new content, then you might end up having to deal with the possibility of having to redraw entire parts of it from scratch if it's designed as one big artwork rather than something modular.
Look at the OP image for instance, the God of War (row 3, column 1) one would have to resize all the assets if just one more spell was added. The Oddworld (top right) main menu would need to redraw the frontmost parts if a new option was added to it.
This kind of UI is often done in tandem with the game design, the inventories up there are limited and the game is designed around it, and some of them are so visually large it would be impossible to expand it without having to resize every single element or adding entirely new systems such as scrolling or inventory tabs.