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User Interface in Games Print

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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.


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