3.4 Plan UI Notes

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