HUD Interfaces: Difference between revisions

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== Relations ==
== Relations ==
[[Avatars]]
[[Non-Player Characters]]
[[Characters]]
[[Game State Indicators]]
[[First-Person Views]]
[[Aim & Shoot]]
[[Diegetic Consistency]]
[[Geospatial Game Widgets]]
[[Controllers]]
[[Clues]]
[[Thematic Consistency]]
[[Naming]]
[[Neighbors]]
[[Temporary Abilities]]
[[Lives]]
[[Health]]
[[Equipment Slots]]
[[Handles]]
[[Crosshairs]]
[[Chat Channels]]
[[Non-Diegetic Features]]
[[Game State Overviews]]


=== Can Instantiate ===
=== Can Instantiate ===

Revision as of 07:39, 19 July 2016

The one-sentence "definition" that should be in italics.

This pattern is a still a stub.

Head-up Display (HUD) interface

Note: this pattern describes a more generic design solution that a true HUD interface. It is more aligned to the Overlay part in Fagerholt & Lorentzon's conceptual view of visual UI conventions in FPS games<ref name="fagerholt"/>.

Examples

Doom series

Battlefield series

Fallout series and Elder Scrolls series

Civilization (video game) series

Europa Universalis series

Half-Life series

Left 4 Dead series

Using the pattern

add Screen Splatter, Giantbomb

Diegetic Aspects

Interface Aspects

Narration Aspects

Consequences

Relations

Avatars Non-Player Characters Characters Game State Indicators First-Person Views Aim & Shoot Diegetic Consistency Geospatial Game Widgets Controllers Clues Thematic Consistency Naming Neighbors Temporary Abilities Lives Health Equipment Slots Handles Crosshairs Chat Channels Non-Diegetic Features Game State Overviews

Can Instantiate

-

with ...

Can Modulate

-

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

New pattern created in this wiki.

References

<references> <ref name="fagerholt">Fagerholt, E. & Lorentzon, M. 2009. Beyond the HUD - User Interfaces for Increased Player Immersion in FPS Games. MSc thesis in Interaction Design. Chalmers University of Technology.</ref> </references>

Acknowledgements

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