
Game UI
Game UI
- the part of the game the player interacts with
- a good UI tells you what you need to know, and then it gets out of the way
- combines visual appearance from movie fake UIs and ergonomy from software UIs
- Great Game UI is invisible

Movie UI

Game UI

Software UI
UI components
- Game UI is about space, structure, hierarchy and clarity
- it takes time and many iterations for UI to become amazing
- types: non-diegetic, meta, spatial, diegetic
Non-diegetic components
- don't exist in the story, don't exist in the game space
- e.g. assessment of resources in strategic games, level map

Ikari Warriors

Age of empires 3
Meta components
- exist in the story, don't exist in the game space
- e.g. filter that signifies damage to a player's avatar

Doom

Call of Duty
Spatial components
- don't exist in the story, exist in the game space
- e.g. visual aids, text labels, racing lines

Forza Motorsport 5

World of Warcraft
Diegetic components
- exist in the story, exist in the game space
- e.g. in-game HUDs

Metroid Prime

Project Cars
Game UI principles
- use color, size, shape, texture, and position for differentiation
- embrace consistency
- less is more
Panelled vs overlaying interface

Odallus: The Dark Call

Rayman
Simplicity

Prince of Persia

Half-life 2
Consistency with the game
Icons instead of labels

Eternal Daughter

Commander Keen