Menus and displays.
WHAT GAME INTERFACES MUST HANDLE
Several input methods: pointer, controller, touch, keyboard
Many resolutions and aspect ratios Localisation into other languages Being readable during action
WHAT CONTROLLER NAVIGATION REQUIRES
Explicit focus movement between elements A visible focus indicator Sensible defaults on each screen
WHY THAT MATTERS
Interfaces built for a pointer are unusable with a controller.
WHAT SCALING MUST HANDLE
Small phone screens to large televisions.
WHAT SAFE AREAS ARE
Regions guaranteed visible, avoiding notches and television overscan.
WHY THAT MATTERS
Content at the edge is cut off on some displays.
WHAT DIEGETIC INTERFACE MEANS
Information presented within the world rather than overlaid.
WHAT IT PROVIDES
Immersion, at the cost of clarity.
WHAT TO PRIORITISE DURING ACTION
Legibility over style.
WHAT TO AVOID
Text too small on handheld screens Information the player must hunt for Interfaces obscuring the action
WHAT TO ALLOW LOCALISATION ROOM FOR
Text expanding substantially.
WHAT TO TEST
Every screen, with a controller, at the smallest supported resolution.