The simpler the better. I spent 15 years doing Graphic Design and the rule was that you get about 5 seconds (at best) before the viewer will decide to move on ie fancy stuff is hard to read and people get frustrated. Most people however WILL read EVERYTHING they lay eyes on so long as they can read it in that 5 second window. When you’re talking about a game that becomes crucial. You need to give the player a way to take in and evaluate a LOT of information as quickly as possible. Your UI needs to be ultra-lean. I have to be able to figure out how much health and ammo I have in less than a second so I can make a decision on how I need to proceed. I need to be able to get into my inventory and make adjustments while running from… whatever. All of that having been said your choice of font is excellent - clear, concise - EASY TO READ. The background is great, sets all the info apart from the general window effectively without being distracting. The info on the inventory items however may be a bit much. The type is smallish and all of that could, instead, be something that pops up when the player hovers over the thumbnail or (if it’s standard info) it could be info that pops up the first few times the player picks up the object (since it might be the same every time he picks that type of object up there would be no need to keep cluttering up the screen with it every single time). The idea (or at least my philosophy) is to go with the minimum amount of info. You need a health bar/attributes bar AND the related number values, you need ammo counts for what is loaded and what is stored in inventory, you need some visual representation of items in the inventory. The question is ‘What don’t you need?’.