The two rules
A frame can change colors, positions, sizes, and bars or chits. It can’t break these two rules. Vellum checks the measurable parts automatically.
1. Labels are always readable
Section titled “1. Labels are always readable”People see your HUD as a small tile in a call, often 640 × 360 or smaller.
- Size: at least 2.1% of the frame’s width. That’s 40 px on the 1920 canvas, about 13 px on a 640 × 360 tile. Values are bigger still (64 px).
- Contrast: 7:1 or better against the plate behind the label.
- Backing: a label always sits on a solid plate, never straight on video.
- Dimming: inactive things dim by color, never by transparency.
2. Everything reads outside-in
Section titled “2. Everything reads outside-in”Each widget reads from the nearest frame edge toward your face, so the HUD frames you instead of crowding you.
- Left side: label, value, track.
- Right side, mirrored: track, value, label.
- Accent edges and slants sit on the outer edge too.
- Widgets at top center and bottom center read left to right as normal.
- In the frame creator, a widget mirrors once its center crosses the middle of the stage.
Why these two
Section titled “Why these two”Labels that can’t be read on a small tile are decoration. And a HUD that reads inward toward the face keeps every player’s tile looking like a broadcast lower-third instead of a spreadsheet. The full design system is in docs/branding/BRANDING.md.