7. Interface
Define the tangible layer between the player and the game: HUD, menus, input methods, and feedback.
PRID: gdd-en-7-interface
VERIFIED
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7. Interface
Define the tangible layer between the player and the game: HUD, menus, input methods, and feedback.
7.1 Visual System
7.1.1 HUD (Heads-Up Display)
- Core Information: HP, Energy, Skills, Resources, Timers, etc.
- Layout & Hierarchy: Prioritizing information near the center of vision vs. peripheral details.
- Dynamic Feedback: Hit markers, crit indicators, healing numbers, and status changes.
7.1.2 Menus
- Main Menu Structure: Functional grouping (Inventory, Character, Quest, Events, Shop).
- Information Architecture: Sub-menu depth and navigation flow.
- Status Indicators: Red dots (notifications), "NEW" tags, and time-limited markers.
7.1.3 Rendering System
- Perspective: First-person, Third-person, Top-down, and camera principles.
- VFX Priority: Performance budgeting for low-end vs. high-end devices.
- Settings Impact: Aspect ratio support and adaptive UI layout.
7.1.4 Camera
- Follow Rules: Distance, smoothing, and collision handling.
- Special Cameras: Target lock-on, cutscene angles, and interaction transitions.
- Motion Sickness Prevention: Field of View (FOV) settings and camera shake limits.
7.1.5 Lighting Models
- Art Style: Realistic, Cartoon/Cel-shaded, High Contrast, etc.
- Dynamic Lighting: Day/night cycles and real-time shadows (if applicable).
- Interactive Lighting: Visual cues and guidance lights.
7.2 Control System
- Input Devices: Touchscreen, Keyboard & Mouse, Gamepad, Gyroscope.
- Mapping: Movement, Attack, Interact, Jump, Skills.
- Advanced Mechanics: Combos, Animation Canceling, Macro restrictions.
- Onboarding: Gesture guidance and error tolerance for new players.
7.3 Audio
- Mixing Principles: Prioritization (Voice > BGM > SFX).
- Contextual Layering: Combat, Town, Field, Main Menu.
- Dynamic Mixing: Ducking rules (e.g., lowering ambient noise during key dialogue).
7.4 Music
- Theme: Main theme and leitmotifs.
- Contextual Scores: Regional tracks, Combat themes, Boss music, Resting tunes.
- Event Integration: Special tracks for seasonal events or updates.
7.5 Sound Effects (SFX)
- Interaction SFX: Click, Swipe, Confirm, Cancel.
- Combat SFX: Attack, Hit, Skill cast, Explosion.
- Feedback Hierarchy: Success, Failure, Warning, Reward.
7.6 Help System
- Tutorials: Forced guidance steps vs. free-roam hints.
- In-Game Help: Tooltips, "Long-press" info, and illustrated guides.
- Update Education: Highlighting new features and tutorial levels for patches.
7.7 Accessibility & Localization
- Visual Aids: Font size scaling, contrast modes, colorblind support.
- Text Alternatives: Subtitles and logs for voice content.
- Localization: Text expansion handling, reading direction (RTL/LTR), and cultural formatting.
7.8 Screen Storyboard Method
- Goal: Merge UI descriptions with storyboard techniques to unify state, transition, and interaction documentation.
- Process:
- Define "Screen States" (Initial, Hover, Click, Animating, Loading, End).
- Record details per "Shot": Focus, UI Components, Interaction, Feedback, Audio, Accessibility, Transition, Performance, and Analytics.
- Recommended Fields:
- Screen/State, Shot/Time, Camera/Focus, UI Components, Interaction/Gesture, Feedback (Visual/Audio), Accessibility/Localization, Transition/Sequence, Performance Budget, Analytics Events.
- Templates & Guides:
7.9 UX Design Philosophy
Beyond functional UI, focus on the psychological motivation behind player interaction.
- Curiosity-Driven Design:
- Using unknown UI elements (e.g., silhouettes) to trigger exploration.
- Self-Narrative:
- Reflecting player growth in the interface (e.g., evolving main menu backgrounds, avatar frames).
- Feedback Juiciness:
- Ensuring every interaction provides satisfying visual, auditory, or haptic feedback.
7.10 Onboarding & Paywall Flows
- Onboarding Flow (FTUE):
- First Time User Experience flowchart.
- Timing of key "Aha Moments."
- Paywall Design:
- Trigger Timing: Presenting offers at the moment of highest need.
- Value Proposition: Clearly communicating "Why is this worth it?"
- Psychology: Anchoring effects, social proof, and urgency.