Representation of UI

Different types of HUD Design


The four types of HUD UI are Non-Diegetic, Diegetic, Spatial, and Meta. Each UI has its pros and cons, as well as distinct budgeting requirements for art direction, pre-production, implementation, and design. Non-Diegetic UI Non-Diegetic UI is detached from the gameplay. The characters do not interact with the UI elements,... [Read More]
Tags: Knowledge UI

Design Vocabulary

Terms and topics to know


HUD The heads-up display, or HUD, is an in-game UI used extensively in core gameplay. The information communicated through the HUD varies according to the genre and game. Although certain HUD components are expected in some game genres, a game designer might decide to replace them with in-game solutions. The... [Read More]
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Gestalt Theory

How we perceive the world


Gestalt principles are based on cognitive research and how we perceive the world through our senses. Gestalt principles provide the foundation for creating accessible designs and establishing UI patterns within those designs. A screenshot from Battlefield One: Spectator Mode Closure This diagram shows a dotted line, but the brain perceives... [Read More]

Principles of Usability

Seven building blocks to good UX


When designing menus within a game, follow these seven principles for a consistent and accessible user experience. Example from the Metal Gear Solid Customization screen Seven unique items per screen Having more than seven unique items on one screen will overwhelm most users. Display only the most important information, which... [Read More]
Tags: Knowledge UI