3.4 Plan UI Notes
Across
- 2. The visual images and symbols used in a work of art or the study or interpretation of these; the visual images, symbols, or modes of representation collectively associated with a person, cult, or movement.
- 4. Fast interactions, clicking feels fluid.
- 7. Elements have the freedom to be completely removed from the game's fiction and geometry and can adapt their own visual treatment.
- 8. Presenting complex infromation in a simple way that your audience can intuitively understand and act upon.
- 10. Infromation overlaid on top of gameplay.
- 12. Elements adaptively respond to their location.
- 14. Element types and actions use repeated motion patterns to establish familiar behaviors.
- 15. Elements are stylized to fit the game's brand and feel natural; movement is affected by forces like friction and scale.
- 16. UI elements do not fit within the geometry of the game world but sit on the 2D hud plane.
- 17. The interface through which a player interacts with a game; all the visual elements that make up the UI.
Down
- 1. User interface elements exist within the game world.
- 3. The entire information architecture of a game; where to store all the infromation in a game, and how that info is accessed by the player.
- 5. A hierarchical visual representation of customizations a player can make to their character.
- 6. The focus is led toward key actions and pathways, as needed.
- 9. Abbreviation for heads-up display.
- 11. Elements are used to break the narrative in order to provide more information to the player than that of which the character should be aware.
- 13. The style and appearance of printed matter; the art of procedure of arranging type or processing data and printing from it.