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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 ...
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 ...
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 ...
One of the reasons Dead Space is so great is because all of its diegetic UI. Need to know where to go? Tap a button and Isaac fires out a holographic image of your route. Your health reserves are ...