Roblox GUI Maker logoRoblox GUI Maker
Unofficial third-party tool · Not affiliated with Roblox Corporation

How to Make Roblox GUI Look Good: Design System (2026)

2026-07-21 · Roblox GUI Maker Team

Build a color palette and stick to it

Pick three to four colors and use them everywhere: a background color (dark, like #0B0B12), a surface color (slightly lighter, like #14141F), a text color (white or near-white, like #F4F4F8), and one accent color for the primary action (your brand color, like violet #6D5DFB). Define them as constants and reuse them - do not invent new colors per panel. The accent color should appear only on the primary button and key interactive elements, so players learn to associate it with "tap here." Consistent color is the single biggest difference between amateur and professional GUIs.

Typography: readable fonts, sensible sizes

Use one readable font for body text (Gotham or SourceSans) and one display font for titles (GothamBold or FredokaOne). Set minimum sizes: titles 28+, body 18-22, nothing below 14. Use TextScaled with a UITextSizeConstraint so text never shrinks below readability on small screens. Avoid all-caps for long text - it is harder to read. And use monospace fonts (RobotoMono) only for numbers like ammo counters and timers, so digits do not shift width as they change.

Spacing: consistent padding and gaps

Inconsistent spacing makes a GUI feel sloppy. Pick a base spacing unit (8 or 12 pixels) and use it for all padding, gaps, and margins. Panel padding should be the same on every panel (16 or 24 pixels). Button gaps should be consistent (12 pixels between buttons). Use UIListLayout with a Padding value to enforce consistent spacing automatically instead of hand-placing each element. When spacing is consistent, the GUI feels organized; when it varies randomly, it feels chaotic.

Component patterns: buttons, cards, and panels

Define patterns for your common components and reuse them. A button pattern: UICorner (8px radius), BackgroundColor3 (accent for primary, surface for secondary), TextScaled with a min size, and a hover state that brightens slightly. A card pattern: surface background, 8px corner radius, 16px padding, and a subtle border. A panel pattern: background color, 12px corner radius, and a title with 28+ size. When every button looks the same and every card looks the same, the GUI feels cohesive. When each is styled differently, it feels like a prototype.

Design system constants
lua
1-- Design system constants - define once, reuse everywhere
2local DS = {
3 background = Color3.fromRGB(11, 11, 18), -- #0B0B12
4 surface = Color3.fromRGB(20, 20, 31), -- #14141F
5 text = Color3.fromRGB(244, 244, 248), -- #F4F4F8
6 textMuted = Color3.fromRGB(161, 161, 181), -- #A1A1B5
7 accent = Color3.fromRGB(109, 93, 251), -- #6D5DFB brand violet
8 spacing = 12, -- base spacing unit
9 cornerRadius = 8, -- standard corner radius
10}
11
12-- Apply to a button
13local button = Instance.new("TextButton")
14button.BackgroundColor3 = DS.accent
15button.TextColor3 = DS.text
16button.TextSize = 20
17local corner = Instance.new("UICorner")
18corner.CornerRadius = UDim.new(0, DS.cornerRadius)
19corner.Parent = button

Accessibility and mobile

A good-looking GUI that is unusable on mobile is not good. Test on a 375px phone screen: can you read the text? Are the buttons big enough to tap (at least 60x60 logical pixels)? Is the contrast high enough to read in bright light? Use Scale-based sizing so layouts resize proportionally, and use high contrast pairs (light text on dark backgrounds) for readability. Accessibility is part of good design, not an afterthought.

Frequently asked questions