HUD hierarchy and the peripheral vision constraint
A game HUD must communicate health, mana, cooldowns, and status effects to a player who is looking at the center of the screen — not at the HUD. This means HUD color choices are actually peripheral vision design, not foveal design. At peripheral viewing distances, the human visual system resolves color and motion before it resolves shape and text. This is why health bars use the full red channel without mixing: a 100% red bar versus a 30% red bar differs in both brightness and chroma as seen peripherally, while a subtly tinted color difference that looks clear in the center of vision disappears in the periphery. The practical constraint is: any HUD status distinction that must be perceived without looking at the HUD must work as a pure luminance or saturation difference, not a hue difference.
