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At a GDC 2013 panel, developer Dino Ignacio, Visceral Games’ lead UI designer, explained Dead Space’s design philosophy and chronicled its evolution throughout the series. Diegetic by design ...
Does the component exist in the game space? From these two questions, four classes of video game UI components emerge: Non-diegetic; Diegetic; Spatial; and Meta. Does the component exist in the ...
The chances are, if you’re picturing a HUD, you’re thinking about non-diegetic UI. This is UI that exists "outside" the game universe, elements that are only visible in the player’s world ...
When done right, a game’s UI can not only serve the vital role of ... a small holographic projector on his back. The brilliant, diegetic design takes the information the player needs to know ...