HUD framework, built to be built on
A HUD has to work on a couch two meters from a TV and on an ultrawide up close. So I didn't build a layout, I built a framework: elements scale and give way by what matters most in the moment, with no fixed positions. I wrote it from scratch in Enfusion's proprietary scripting language, and I built the WYSIWYG editor on top so designers could tune HUD behavior live instead of waiting on a build.
The hard part wasn't drawing a HUD. It was the contract. A framework is only worth as much as what other people can build on it without breaking it, and here "other people" meant two groups I didn't control: the designers tuning it live, and the modding community extending it after launch. That is an interface problem, not a UI problem. Get the seams right, hide the internals, and keep the surface stable, and people build things you never planned for. Get them wrong, and every change you make downstream breaks someone.
Two things tell me the contract held. The code ships with the game, so the modding community reads it and builds its own UI directly on the framework, by the thousands, without it falling over. And it has been live for over two years with no architectural rewrite: the interface stayed stable enough that the insides never had to be torn out.
You don't have to take my word for it. The framework ships in the Reforger code, so you can read the real thing.
The longer version of how I think about interfaces like this is in Contracts Between Game Systems.