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Game — Pause / Settings Overlay

An in-game pause overlay with a sci-fi HUD frame: a dimmed, blurred frozen game scene sits behind a clipped neon panel offering Resume, Settings, Restart Checkpoint, and Quit to Menu. A Graphics / Audio / Controls tab group packs sliders with live value labels, glowing toggles, dropdowns, and a working key-rebind capture row with conflict swapping. Esc resumes the game, toasts confirm every action, and the layout collapses cleanly down to 360px.

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Pause / Settings Overlay

A full-screen pause state for a fictional Nullforge Studios shooter (“Hollow Reign / Ashen Vanguard”). The frozen game scene — synthwave sky, perspective grid, neon runner silhouette, and corner HUD chips — stays visible behind a dimmed, blurred overlay. The centered panel uses angled clip-path corners, an Orbitron “PAUSED” title with glow, and a pulsing “Game Suspended” status pill. The left column holds the primary actions (Resume with an ESC keycap, Settings, Restart Checkpoint, Quit to Menu) plus an autosave strip stamped with the current time.

The right column is a real settings surface: a Graphics / Audio / Controls tab group with an animated sliding ink indicator and arrow-key navigation. Rows mix custom-styled selects, neon-fill range sliders whose value labels update live as you drag, and glowing switch toggles. The Controls tab adds a key-binding list — click a keycap, press any key to bind it, Esc cancels, and binding a key already in use swaps the two assignments with a toast explaining what happened.

Pressing Esc anywhere (outside an active rebind) resumes the game: the overlay fades out, a toast wishes you luck, and after a short demo delay it returns so the component stays explorable. Reset to Defaults restores every slider and toggle, Apply Changes confirms via toast, and all controls are keyboard-operable with visible focus rings.

Illustrative UI only — fictional games, studios, characters, and data. Not engine integrations.