A detailed GTA 6 HUD breakdown: equipment controls, status bars, money readouts, weapons, character portraits and phone messages.
This analysis follows the official Extended Look and its recorded scene details. Each section explains the moment in writing; the timestamp afterwards opens the corresponding passage for comparison.
An items menu exposes wearable equipment
The overlay separates WEAPONS and ITEMS. A face wrap, glasses, cap and clothing-hanger tile are visible with an equip action.
The selected ITEMS tab sits beside WEAPONS above a ring of equipment tiles. A red face wrap occupies the highlighted upper tile, with FACE WRAP and MASKS written in the centre. Glasses, a cap and a hanger icon occupy other positions. The face wrap, glasses and cap are marked OFF in the checked frame, and PUT ON appears beside the cross button at the bottom right. This is an equipment-selection view with named items and an action, rather than a simple decorative wardrobe image.
The equipment overlay includes an appearance control
After the face wrap is equipped, the lower-right text includes WEAR STYLE and TAKE OFF controls.
The menu’s wording changes after the face wrap is equipped: the available controls include WEAR STYLE and TAKE OFF. The difference matters because selecting an item and adjusting or removing a worn item are separate steps in the interface. The excerpt demonstrates those controls for the face covering. It does not show all the possible styles, which other items share the controls, or whether changing appearance affects recognition during a pursuit.
Two dollar amounts appear together at the upper right of the equipment menu: 15,150 and 700, with different icons.
The amounts are stacked at the upper right: $15,150 above $700, with different coloured symbols alongside them. Both remain part of the equipment view rather than appearing as a reward notification. The presentation distinguishes two amounts, but the frame supplies no written account names. Calling one banked money and the other pocket cash would go beyond the labels shown; their exact roles remain an open question.
The equipment view shows three coloured status bars
Pink, cyan and purple bars are visible together at the top-left of the equipment menu.
The bars are stacked at the upper left, with a heart beside the pink bar, a lightning-like symbol beside the cyan bar and an eye-like symbol beside the purple one. Their lengths differ in the checked frame. The equipment screen is particularly useful because it exposes all three together; the combat sequence later shows a more compact display. The symbols offer clues, but the footage does not give a written explanation of each meter or how it is replenished.
A pistol display gives way to a carbine silhouette with different ammunition counts as Jason fights through the offices.
The gun silhouette and paired ammunition numbers sit at the top right, allowing the selected weapon to be read without opening a menu. During the office fight the display changes from a pistol to a longer carbine silhouette. In the close aiming passage the visible count moves from 28 to 27 after a shot, while 48 is shown alongside it. That provides a concrete example of the readout changing during firing, without establishing the character’s full carrying capacity.
The in-car view changes after a portrait selection overlay
A two-portrait selector appears during the night drive before the camera changes to the armed passenger’s viewpoint.
The night-driving passage briefly places two character portraits over the action. The following view puts the armed passenger at the centre of the exchange, changing what the player-facing camera is following within the same vehicle scene. The combination of a selector and a changed viewpoint is stronger evidence for a switch than a cinematic cut on its own. The short excerpt still leaves the conditions for opening that selector unexplained.
SCOLD, PET and STUDY appear beside the targeted DOG label; Jason pets it.
The encounter takes place in the building’s upper corridor. The dog rises against Jason as he strokes it, while the choices remain stacked at the lower right of the screen. SCOLD is paired with circle, PET with triangle and STUDY with R1; DOG appears separately beside L2 below the dividing line. That layout separates the animal being targeted from the actions available. Petting is demonstrated in the sequence, while the results of scolding and studying are not shown.
Phone conversations can appear as floating message cards
Lucia’s contact avatar and text appear over the scene while she uses her phone.
The conversation appears over the existing view rather than replacing it with a full-screen phone interface. Lucia’s avatar identifies the contact, and the message text remains visible alongside the surrounding action. That arrangement lets the audience follow a conversation while retaining the location and immediate danger in view. The scene demonstrates this particular presentation of messages, rather than the full set of phone apps or notification settings.
The equipment screen exposes several layers at once: named wearable items in the centre, character status at the upper left and two money amounts at the upper right. During action, the weapon readout, portraits and message cards communicate different kinds of information. The readable labels explain the immediate controls; meter rules, account meanings and switching restrictions still need a fuller demonstration.
Updated 22 September 2026: expanded the scene descriptions, explained the visible controls and separated observations from interpretation. Timestamp links remain available for checking each passage.
Spotted an error? Report it and bank Respect on The Come-Up if you’re right.
SixCentral is an independent fan resource and is not affiliated with Rockstar Games or Take-Two Interactive. Sources and interpretation are identified in our coverage. Official game imagery is credited to its owner; SixCentral branding is original. This page may contain affiliate links.