The 4 Pillars of Game UI
<p>As young game designers develop their ideas into interactive experiences, UI is often not shown the same level of dedication as mechanics or environmental assets. However, if UI is carefully considered at the early stages of development it can dramatically impact the user experience.</p>
<p>Borrowing from Jesse Schell’s Lens of the Tetrad from <em>The Art of Game Design</em>, I have identified 4 pillars of UI that designers can contemplate when implementing. Schell describes his Lenses as a <em>“collection of wisdom and practical questions… for inspiration when developing an experience, playtesting, brainstorming, and anything in between.”</em> [<a href="https://schellgames.com/art-of-game-design" rel="noopener ugc nofollow" target="_blank">Source</a>]</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:541/1*dlR1xo5FxFQbrlpaHUFiIg.jpeg" style="height:370px; width:492px" /></p>
<p>The four pillars I use to craft game UI experiences are: Reactive, Clear, Systematic, and Immersive.</p>
<p><img alt="" src="https://miro.medium.com/v2/resize:fit:176/1*6lM2AkMhOR5DCnSen5I6BQ.png" style="height:160px; width:160px" /></p>
<h2>Reactive</h2>
<p>The Reactive Pillar focuses on the interactive details of your interface. Designers should take time to consider how your UI elements react when a player presses a button or performs a series of inputs on the screen. How do changes of state offer game feedback? What are the press states? What are the selected states? How does the screen adapt to showcase inventory or health? How does motion apply to these interactive elements?</p>
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