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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.

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.

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.

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.