CRE342 · Week 5
Ulster University
CRE342 · Game Mechanics & Gameplay Design · Week 5

Experience
& interface design

Designing for real players, and the screen that sits between them and the game

BSc (Hons) Game Design & Development

Think · 30 seconds

Name a game whose HUD you never noticed, and one whose HUD you hated.

What made the difference?

0:30 click to start · tell the person next to you
Today

By the end of today you can…

01

Design for a player who isn't you

using a representative player, personas and their motivations.

02

Give players options

customisation, difficulty and accessibility settings that widen who can play.

03

Choose the right kind of UI

diegetic, non-diegetic, spatial or meta, and decide what shows when.

04

Make a HUD readable

with hierarchy, grouping, colour, contrast and type.

The route

Six stops

01

Player-centric design

You are not your player

02

Options for every player

Customisation, difficulty, accessibility

03

Four kinds of UI

Diegetic, non-diegetic, spatial, meta

04

Information & states

Hierarchy, HUDs, menus, onboarding

05

Visual design

Gestalt, colour, contrast, type

06

HUD design task

One player type, one HUD

Recap · Weeks 1–4

Who plays, what they feel… and what they see

Week 1

Player types (Bartle, Hexad) describe different motivations. Most players are a mix.

Week 3

Good feedback is immediate, clear and layered across at least two senses.

Week 4

Norman: visibility, mapping, feedback. Affordances and signifiers show what's possible.

Today

Turn those motivations into options, and turn feedback and signifiers into an interface players can read in two seconds.

01

Player-centric
design

Design with the player in mind, not for the system

Adams (2014) · Fundamentals of Game Design

“You are not your player”

Duty 1 · entertain

Every feature is tested against one question: does it add to the player's enjoyment?

Duty 2 · empathise

Imagine a representative player and judge every decision from their side of the screen.

Misconception

“I am my own typical player.” Your tastes are a sample of one.

Misconception

“The player is my opponent.” Hard isn't the same as fun; that's arcade coin-op thinking.

Ask three things: motivation (why play?), capability (what can they do?), feedback (how do they know?).

GDnD wiki · Player-Centric Design
From motivation to mechanics

Design features for each motivation

Player typeWhat they needFeatures that serve themUI that serves them
AchieversClear goals, progression, recognitionXP, levels, challenges, achievementsProgress bars, trackers, % complete
ExplorersDiscovery, secrets, freedom to roamRich worlds, hidden content, loreA map that fills in, a journal
SocialisersInteraction, cooperation, communityCo-op, guilds, social hubsChat, team status, emotes
KillersCompetition, dominance, statusPvP, ranked modes, leaderboardsK/D, rank, kill feed

Most players are a mix. Good design offers more than one route to engagement.

GDnD wiki · Bartle's Taxonomy
Beyond four types · personas

Give your player a name

CompletionistsStory-drivenCasualHardcoreBuildersStrategistsSpectatorsExploitersImmersivesSpeedrunners

A persona turns a type into one believable person, with a context and a frustration. Design decisions get easier when you can ask “would Sam use this?”

Persona · worked example
Who
Sam, 34, nurse, plays on a phone and a Switch
When
20 minutes on the train; often interrupted
Motivation
Explorer and completionist: loves filling a map
Capability
Plays one-handed; small screen; sound often off
Frustration
Losing progress; text too small to read
So we…
save anywhere, captions on by default, scalable text
GDnD wiki · Player Personas
Pair · 90 seconds

Design for someone who isn't you.

Pick a type

One from the chips that neither of you is.

One they'd love

A feature or setting in a game you know.

One they'd hate

And what you'd change for them.

1:30
02

Options for
every player

Let players tune the game to fit them

Customisation & personalisation

Four ways to fit the player

Character

Who you are

Appearance, skills and skill trees, gear. A deeper connection to your persona.

Settings

How you play

Difficulty, controls and sensitivity, HUD and colour options.

Adaptive

What the game does

AI that adapts to skill; procedural content that keeps runs fresh.

Listening

What you tell us

Surveys, betas, community; analytics on what players actually do.

Each option says “your way of playing is welcome here”. Each also costs design, UI and testing time.

Difficulty

Visible choice, or hidden adjustment?

Selectable modes

Easy, normal, hard. Simple and honest, but players must judge themselves before they've played.

Granular assists

Celeste's Assist Mode: game speed, infinite stamina, extra dashes, invincibility. You change exactly what blocks you.

Dynamic adjustment

The game reads your performance: Resident Evil 4's hidden difficulty scale, Left 4 Dead's AI Director.

The catch with hidden adjustment: if players notice, wins can feel unearned and losses rigged. Prefer legible adaptation: the player should feel the game understands them, not that it's cheating.

GDnD wiki · Psychology of Adaptive Play
Accessibility · plan it in, don't patch it on

Four kinds of barrier

Vision

See it

Scalable text, high-contrast modes, colour-blind options, never colour alone.

Hearing

Hear it

Subtitles with speaker names and a background; visual cues for sound.

Motor

Do it

Full remapping, hold-to-toggle, no rapid-press QTEs, adaptive controllers.

Cognitive

Follow it

Objective reminders, clear language, adjustable speed, no time pressure.

The Last of Us Part II (2020) shipped with more than 60 accessibility options, including a high-contrast display mode.

About 1 in 12 men and 1 in 200 women have a colour vision deficiency. That's likely someone in this room.

GDnD wiki · Accessibility and Localisation
Try it · simulate colour vision

Red team, green team?

MINIMAP Ally · Rook Ally · Wren You 90%50%20% ⚠

Switch filters, then add cues. Shape, icon, position and text carry the meaning when colour can't.

Simulations are rough approximations.

03

Four kinds
of UI

Is it in the story? Is it in the space?

IN THE GAME'S 3D SPACE? yesno IN THE GAME'S FICTION? yesno Diegetic Meta Spatial Non-diegetic the character sees it too story-true, but flat onthe screen placed in the world,for the player only the classic HUDoverlay
Fagerholt & Lorentzon (2009)

Two questions, four kinds

1. Is it part of the game's fiction: could the character know about it?

2. Is it in the game's 3D space, or flat on the screen?

Most games mix all four. The question is which job each element does best.

GDnD wiki · Diegetic
Therese's examples, sorted

Each kind, in a game you know

KindExamplesStrength · weakness
DiegeticDead Space: health on Isaac's spine, holographic ammo. Far Cry 2: a paper map in his hands. BioShock: vending machines, audio diariesImmersive · hard to fit dense information
Non-diegeticCall of Duty's health, ammo and minimap. Tetris's score. Pause menus, inventories, skill treesClearest, fastest to read · can feel artificial
SpatialWaypoint arrows, damage direction, “Press E” over a door, Splinter Cell: Conviction's objectives projected on wallsInformation where you're looking · can clutter the world
MetaBlood on the screen when hurt, a cracked visor, rain on the cameraEmotional, fast · imprecise

Two meanings of “meta”. Therese and the wiki also use it for breaking the fourth wall: Undertale remembering your past save files, Metal Gear Solid's Psycho Mantis reading your memory card. Fagerholt & Lorentzon mean story-true but on the screen. Say which you mean.

Try it · class vote, then click

Which kind of UI?

04

Information
& states

What the player sees first, and when

Information hierarchy

Readable in two seconds

Scannable

No searching

Critical information is found in under two seconds.

Visual weight

Most important, most visible

Size, brightness, contrast and motion, in that order of priority.

Grouping

Related things together

Health with shields; ammo with weapon; social with social.

Progressive disclosure

Not everything, always

Show detail when it's needed, hide it when it isn't.

The anti-pattern: overlapping prompts, everything the same visual weight, scattered across the screen, all visible all the time. The result is cognitive overload: players miss what matters and break flow.

GDnD wiki · UI Design in Games
Try it · the two-second test

How much health do you have?

QUEST: Find the Relic▸ Talk to Mara (0/1)▸ Collect herbs (3/12) GOLD 12,480 GEMS 37 Day 14 ☀ 14:32 [Guild] Kai: lfg?[World] Ash: wts[Party] Jo: brb[Trade] Bo: 50g[World] Lu: lol HINT: Press [ALT]+[F4] to upgrade weapon!New achievement unlocked: Walker III Buff: Well Fed 12:03Buff: Rested 4:10Debuff: Wet 0:45 HP 46/120MP 88/90ST 70/100XP 12,044/15,000LVL 23Arrows 31 ! ? ! ⚑ ✦ ? !

What was your health?

And what's your current objective?

Flash the cluttered HUD, ask the question, then flash the cleaned one.

Cleaned: one objective, a compass, health big and alone, ammo by the weapon hand. Chat, buffs, gold and the map wait until asked for.

HUD design

Always, when it matters, or when asked

Always on

Only what every second depends on: health in a combat game, the timer in a race.

Contextual

Appears when relevant: ammo when a weapon is out, stamina while climbing, a prompt near a door.

On demand

Behind a button: the full map, inventory, quest log, stats.

Breath of the WildMinimal HUD; the stamina wheel only appears when you use stamina. A “Pro” mode removes almost everything.
Destiny 2 · The Witcher 3Contextual HUDs that change between combat and exploration.
Celeste · HadesAlmost no HUD; state is shown on the character (Madeline's hair colour shows her dash).
State transitions · menus · onboarding

Moving between states

Title Menu Play Pause Game over Results
Transitions

A clear trigger, a short visual and audio cue, and no longer than needed. Hades fades menus into play.

Menus

Two or three presses to anything common. Back always works. Stardew Valley's menus are a model.

Onboarding

Teach in play, one idea at a time, before the text box. The first minute is a UI too.

GDnD wiki · Player Guidance
UX before UI

Wireframe first, paint last

1 · Player flowwhat, when, why 2 · Wireframeboxes, no colour 3 · Interfaceworking, in engine 4 · Final lookart, motion, sound test with players, go back

UX decides how it works: flow, logic, clarity. UI decides how it looks and feels. Both are iterative.

Grey boxes are cheap to change. A finished, animated menu isn't. Studios prototype wireframes before final art.

GDnD wiki · Unity UI Toolkit
05

Visual
design

Shape, colour and type do the talking

Consistency and style

The UI belongs to the game

Persona 5

Loud, angular, red and black. Every menu is a ransom note, and it still reads fast.

Ori and the Blind Forest

Soft, glowing, sparse. The UI is painted in the world's own light.

Horizon Zero Dawn

Thin type, soft gradients, responsive motion: high-tech tribal, like Aloy's Focus.

Consistent

Same shapes, icons, spacing and button styles everywhere: once learned, always known.

Minimal, responsive

Only what's needed, and every press answers: a highlight, a sound, a small motion.

Gestalt principles · how we group what we see

The eye groups before it reads

Proximity

Close together reads as one group. Keep health beside shields, not across the screen.

Similarity

Same colour or shape reads as the same kind. All interactables share one look.

Enclosure

A panel or border makes a group, even across a gap. Inventory slots, party frames.

Figure & ground

Important things must stand off the background: contrast, outline, a backing plate.

Grouping is free information: players learn what belongs together before reading a word.

GDnD wiki · Gestalt Principles for Game UI
Colour · harmony, meaning, contrast

Colour codes, and contrast you can measure

Harmony

Complementary for contrast, analogous for mood, a split-complementary accent for UI highlights.

Meaning

Red: danger, health. Green: safe, success. Blue: calm, information, mana. Keep codes consistent.

Contrast · WCAG 2.1 level AA

Text at least 4.5 : 1 (large text 3 : 1); icons and UI parts 3 : 1.

Health 46

Press E to open the gate

–
GDnD wiki · Colour Theory Fundamentals
Typography

Type that fits, and type you can read

Fit the theme

Decorative serifs can suit fantasy titles; clean sans-serifs suit sci-fi. Use the character font for headings, a plain one for body.

Hierarchy

Size, weight and colour separate titles, body and labels. Two typefaces at most.

Readability

Big enough from the sofa, on a phone and on a stream. Spacing between lines and letters. Let players scale it.

Interactive text

Buttons must look pressable: a plate, a highlight, a change on hover or focus.

Test text on the smallest real screen you'll ship on, not in the editor.

Take away

Five things to remember

You are not your player. Design for a representative player, and give them a name.

Options widen who can play: customisation, legible difficulty, accessibility planned in.

Two questions sort any UI: in the fiction? in the space? Diegetic, non-diegetic, spatial, meta.

Two seconds: hierarchy, grouping and progressive disclosure; always, contextual or on demand.

Never colour alone, and check contrast: 4.5 : 1 for text.

06

HUD design
task

One player type, one game, one HUD that serves them

Groups of 3–4 · one game type each

Your game

Achievers

Quest of Champions

Tasks, goals, rewards. Leaderboards, badges, milestones.

Explorers

Mysteries of the Forgotten Lands

Open world, hidden secrets, puzzles, lore.

Socialisers

Gathering Realms

Co-op, communities, social hubs, group quests.

Killers

Arena of Conquest

PvP combat, tournaments, ranked matchmaking.

    Click Deal: every game is used once before any repeats.

    From the task sheet

    Five steps to a HUD

    StepTimeDoMake
    1 · Analyse10 minPick a game known for good UI (Celeste, Stardew Valley, Hades…). Usability, accessibility, visual design, which kinds of UI?3 things to steal, 1 to avoid
    2 · Motivations5 minWhat does your player type need to see at all times? How should goals and feedback show?A one-line persona
    3 · Wireframe20 minGrey boxes first. Sort every element: always, contextual, on demand. Choose its kind of UI.Wireframe + element list
    4 · Make it readable10 minHierarchy, grouping, colour codes with a second cue, type sizes. One accessibility option.Annotated HUD
    5 · Swap & iterate10 minAnother group does the two-second test and the checklist. Change one thing.Before → after note
    W · · ? · · N · · · E ✦ Discovered:Sunken Archive scanner pulse (spatial) health · only when hurt [J] journal · [M] map ALWAYSCONTEXTUALON DEMAND
    Worked example · Explorers

    Mysteries of the Forgotten Lands

    PersonaAna, plays long weekend sessions, hates map icon clutter, wants to find things herself
    AlwaysA compass strip: ? marks unexplored places, nothing more
    ContextualDiscovery stamp; health when hurt; scanner ring when used
    On demandJournal (lore found) and a map that fills in as you walk
    Worked example · Steps 4–5

    Making it readable, then testing it

    Readability decisions
    • Hierarchy: the compass is the only always-on element, top centre where the eye rests
    • Grouping: everything about finding lives top right; everything about surviving bottom left
    • Colour + cue: gold = discovery, always with ✦; red health also shows a number
    • Type: one display face for place names, one plain face for everything else
    • Accessibility: scanner pulse also plays a rising tone and a controller rumble
    Swap test → one change
    • Two-second test: testers found health and the compass; missed the scanner ring on a bright beach
    • Contrast: the gold ring on pale sand failed the 3 : 1 check for UI parts
    • Change: the ring gets a dark outline (figure and ground), so it passes on any background

    Kinds of UI used: non-diegetic compass and journal · spatial scanner ring · meta screen-edge frost when cold.

    Present & critique

    Two minutes each, then one question

    Show
    • Your player type and persona line
    • The HUD: always, contextual, on demand
    • Which kinds of UI, and why
    • The change you made after the swap
    Audience checklist
    • Two-second test: what's my health, my goal?
    • Is anything shown by colour alone?
    • Does it serve this player type?
    • Does it look like it belongs to the game?
    2:00 per group
    Exit ticket

    “One thing on my HUD should be … instead of always on, because ….”

    One sentence each, before you leave.

    References

    Adams, E. (2014) Fundamentals of Game Design. 3rd edn. Berkeley, CA: New Riders.

    Bartle, R. (1996) 'Hearts, clubs, diamonds, spades: players who suit MUDs', Journal of MUD Research, 1(1).

    Cooper, A. (1999) The Inmates Are Running the Asylum. Indianapolis: Sams.

    Fagerholt, E. and Lorentzon, M. (2009) Beyond the HUD: User Interfaces for Increased Player Immersion in FPS Games. MSc thesis. Chalmers University of Technology.

    Game Accessibility Guidelines. Available at: https://gameaccessibilityguidelines.com

    Hunicke, R. (2005) 'The case for dynamic difficulty adjustment in games', Proceedings of ACE 2005, pp. 429–433.

    Lidwell, W., Holden, K. and Butler, J. (2010) Universal Principles of Design. 2nd edn. Beverly, MA: Rockport.

    Microsoft. Xbox Accessibility Guidelines. Available at: https://learn.microsoft.com/gaming/accessibility/guidelines

    W3C (2018) Web Content Accessibility Guidelines (WCAG) 2.1. Available at: https://www.w3.org/TR/WCAG21/

    Further reading on the GDnD wiki

    Player-Centric Design

    Bartle's Taxonomy of Player Types

    Psychology of Adaptive Play

    Accessibility and Localisation

    UI Design in Games

    Diegetic

    Player Guidance

    Colour Theory Fundamentals

    Unity UI Toolkit

    Player Modelling

    Player Personas

    Gestalt Principles for Game UI