7 obvious beginner mistakes with your game’s HUD (from a UI UX Art Director)

<p>A video game interface has an immediate and lasting impact on gameplay, production, and the bottom-line. So&hellip; where are all the guides and best-practices for&nbsp;<em>the&nbsp;</em>most important Art in the entire game? Shouldn&rsquo;t there be a primer somewhere? Some kind of shorthand?</p> <p><img alt="" src="https://miro.medium.com/v2/resize:fit:770/1*AjZlHAjJH1qA2t_v53c_fw.jpeg" style="height:702px; width:700px" /></p> <p>The box art to the Atari cover of Star Raiders</p> <h1><strong>Mistake #1 &mdash; You&rsquo;re putting way too much information on the screen</strong></h1> <p>If you are adding more confusion than clarity, you&rsquo;re not providing much in the &ldquo;Heads-Up&rdquo; department. Let&rsquo;s try a more tempered approach to throwing in the Kitchen Sink.</p> <p>Some information can be opt-in; informing the player only as&nbsp;<em>they&nbsp;</em>need to know it. For example: prices inset on buy buttons, click-and-hold commands to read a full note rather than a snippet, complicated weapon stats distilled to a singular DPS value, etc. All information can be &ldquo;rounded down&rdquo;.</p> <p>Some information, once learned, does not have to be&nbsp;<em>relearned&nbsp;</em>immediately. That means some widgets can fade over time, or never show up under certain conditions, for example: hiding combat UI outside of encounters, or giving tutorials a [Do Not Show Me Again] button.</p> <p><a href="https://bootcamp.uxdesign.cc/7-obvious-beginner-mistakes-with-your-games-hud-from-a-ui-ux-art-director-d852e255184a"><strong>Learn More</strong></a></p>
Tags: UI UX Art