Difference between revisions of "HUD Interfaces"

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== Relations ==
 
== Relations ==
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[[Avatars]]
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[[Non-Player Characters]]
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[[Characters]]
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[[Game State Indicators]]
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[[First-Person Views]]
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[[Aim & Shoot]]
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[[Diegetic Consistency]]
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[[Geospatial Game Widgets]]
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[[Controllers]]
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[[Clues]]
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[[Thematic Consistency]]
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[[Naming]]
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[[Neighbors]]
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[[Temporary Abilities]]
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[[Lives]]
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[[Health]]
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[[Equipment Slots]]
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[[Handles]]
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[[Crosshairs]]
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[[Chat Channels]]
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[[Non-Diegetic Features]]
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[[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[1].

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

  1. 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.

Acknowledgements

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