title: Game UI fundamentals (diegetic, non-diegetic, spatial, meta) applies_to: [game-ui, hud, game-design] version: 1.0.0 last_updated: 2026-05 stability: stable
Game UI fundamentals¶
Game UI follows different rules from product UI. Game UI exists while the player is doing something else (playing). It must convey information without breaking immersion, work with controllers / touch / keyboard, and adapt to genre conventions.
This file is the foundation for hud-design.md, menu-systems.md, korean-gaming-conventions.md, and game-accessibility.md.
Four UI categories (Mark Russell taxonomy)¶
A canonical model for game UI. Every game UI element fits one quadrant:
| Spatial (in 3D world) | Non-spatial (overlay) | |
|---|---|---|
| Diegetic (exists in the fiction) | Spatial diegetic — Dead Space's hologram health on character's spine | Non-spatial diegetic — Far Cry 2's GPS held by the character |
| Non-diegetic (exists for the player only) | Spatial non-diegetic — XCOM movement grid drawn on the world | Non-spatial non-diegetic — classic HUD (health bar in corner) |
Why this matters¶
- Diegetic UI keeps players immersed. The character interacts with it; the player doesn't break frame.
- Non-diegetic UI is faster + clearer but breaks immersion.
- Spatial UI is more natural in 3D worlds; non-spatial is more readable.
Most games mix all four. Pick the right tool per element: - Health: typically non-spatial non-diegetic (bar in corner). - Quest waypoint: often spatial non-diegetic (arrow in 3D world). - Inventory: usually non-diegetic menu, but Resident Evil 4's case is a famous diegetic inventory.
Reading distance — TV vs handheld vs mobile¶
| Platform | Reading distance | Min text size |
|---|---|---|
| Mobile (handheld) | 30-50cm | 14sp |
| PC monitor | 50-100cm | 12-14pt |
| Console (TV, 10-foot UI) | 2-4m | 28-32pt+ |
| VR headset | (visual angle, not distance) | per platform spec |
10-foot UI (TV gaming) requires bigger fonts than designers expect. PS5 / Xbox UI defaults to 28-32pt for body. Test on actual TV at distance.
For Korean PC bang (PC방) culture: monitors at standard PC distance; designs for desktop monitor distance work.
For Korean mobile gaming (huge market): same as global mobile; readable at 30-50cm.
Genre conventions¶
Game UI follows genre. Players expect certain UI in certain genres; deviating without reason is friction.
FPS (first-person shooter)¶
| Element | Position |
|---|---|
| Crosshair | Center |
| Health | Bottom-left or bottom-right corner |
| Ammo | Bottom-right corner |
| Mini-map | Top-left or top-right corner |
| Objective | Top center |
| Score / killfeed | Right side or bottom-left |
Examples: Call of Duty, CS, Valorant.
RPG / MMO¶
| Element | Position |
|---|---|
| Health / mana / stamina | Bottom-left (player avatar) |
| Quick action bars | Bottom center (1-9 keys) |
| Mini-map | Top-right |
| Quest log | Right side or top-right |
| Chat | Bottom-left |
| Target frame | Top-center or top-left |
Examples: WoW, Lost Ark, Final Fantasy XIV. Korean MMOs (Lineage, MapleStory) inherit this layout heavily.
Mobile gacha / RPG¶
| Element | Position |
|---|---|
| Currencies | Top of screen (3-5 of them) |
| Energy / stamina | Top |
| Battle controls | Bottom (large, thumb-reachable) |
| Skill buttons | Right side (thumb zone) |
| Auto-battle / 2x speed | Bottom-right (essential for gacha) |
| Quest indicators | Around character or floating |
Examples: 원신 (Genshin), 명일방주 (Arknights), Korean genres like 리니지M, 오딘.
Casual / puzzle¶
| Element | Position |
|---|---|
| Score / lives | Top |
| Pause | Top-corner |
| Power-ups | Bottom |
Examples: Candy Crush, anipang, 카카오프렌즈게임.
Strategy (RTS / 4X)¶
| Element | Position |
|---|---|
| Mini-map | Bottom-left or bottom-right |
| Resource counters | Top |
| Selected unit panel | Bottom-center |
| Build menu | Bottom-right |
| Tech tree / overlays | Modal full-screen |
Examples: Starcraft, Civilization. Korean Starcraft heritage means competitive RTS UI culture is strong.
HUD vs menu vs in-world¶
| Type | Use |
|---|---|
| HUD (Heads-Up Display) | Always visible during gameplay; status / context |
| Menu | Navigated to; not visible during gameplay |
| In-world / spatial | Embedded in 3D world (waypoints, dialogue bubbles) |
| Modal interrupt | Pauses gameplay (death screen, inventory full) |
Avoid putting too much in HUD — visual noise during play. Prefer menus for detailed views.
Information density¶
| Genre | HUD density |
|---|---|
| FPS | Low (focus on aim) |
| Racing | Medium (speed, position, lap) |
| RPG / MMO | High (player chose this complexity) |
| Casual | Low (don't overwhelm) |
| Strategy | Very high (resources + units + tech) |
For Korean MMORPG (Lost Ark, BDO, Lineage M): players accept very dense HUDs. Western audiences sometimes find these "cluttered."
Visual language¶
Color coding¶
Universal: - Red: damage, danger, enemy, low health. - Green: friendly, healthy, success, nature. - Yellow / orange: warning, neutral, special. - Blue: mana, ally, info. - Purple / gold: rare / legendary item rarity.
Korean inversion alert: in stock charts, Korean convention has red=up, blue=down (opposite of Western). But in games, red=damage / blue=mana follows global convention.
Item rarity color tiers (canonical)¶
Common → Gray / White
Uncommon → Green
Rare → Blue
Epic → Purple
Legendary → Orange / Gold
Mythic → Red / Rainbow
Most games use this. Players read rarity instantly via color. Don't invent your own without good reason.
Iconography¶
- Currency icons: gold coin (yellow), gem (purple/blue), special (varies).
- Stats icons: heart (HP), drop (mana / blood / poison), star (XP), shield (defense).
- Action icons: standardized across genres (settings = gear, inventory = bag, map = globe).
Icons in games are larger than product UI (24-32px common; 48-64px for action buttons). Mobile especially.
Animation in game UI¶
Game UI animates more than product UI: - Damage numbers float up + fade. - XP bar fills smoothly (200-400ms ease-out). - Item drops bounce / glow. - Notifications slide in + auto-dismiss. - Skill cooldowns sweep around an icon.
Style depends on genre: - Realistic / cinematic: subtle, fast. - Anime / fantasy: dramatic, longer durations, particle effects. - Casual / cute: bouncy, playful.
See knowledge/motion/principles.md for general motion rules; game UI extends with more dramatic motion.
Audio in game UI¶
Sound effects are part of UI: - Click: every button press has audio feedback. - Hover (PC / console): subtle hover sound. - Confirmation: positive ding for success, negative buzz for error. - Notifications: distinctive sound per type (level-up vs damage vs achievement).
For VR / immersive games: spatial audio matters even more; sounds should emit from where they appear.
Input methods¶
Game UI must work with whatever input the platform supports:
| Input | Constraint |
|---|---|
| Mouse + keyboard (PC) | Pointing precise; many keys available |
| Controller (console) | D-pad / sticks; fewer buttons; needs focus management |
| Touch (mobile) | Direct manipulation; thumb zones; no hover |
| VR controllers | 6DOF pointing; raycast UI; physical gestures |
Cross-platform UI¶
Many modern games ship on PC + console + mobile. UI must adapt:
- PC: hover affordances, right-click context menus, keyboard shortcuts.
- Console: focus rings, button prompts ("Press X to open"), tab nav.
- Mobile: bigger tap targets (44pt+), thumb-zone bottom controls.
Defer to platform conventions. Don't force PC-style mouse-driven UI on console; don't force controller-style on mobile.
Button prompts¶
Console UI shows controller button icons: - Xbox: A, B, X, Y. - PlayStation: ✕ (X), ◯ (Circle), △ (Triangle), □ (Square). - Switch: A, B, X, Y (different positions from Xbox). - Generic: "Confirm", "Cancel", "Back".
For cross-platform: detect controller type and swap icons. Don't assume Xbox.
State persistence¶
Game UI persists state across: - Sessions (settings, progress). - Death + respawn (HUD state, current target). - Match transitions (lobby → game → results).
Save state at meaningful checkpoints. Lose-progress-on-crash is the worst game UX.
Korean game market notes¶
(Detail in korean-gaming-conventions.md.)
Quick context: - Mobile gacha + MMO dominate Korean revenue. - PC bang (PC방) culture: PCs at low/free hourly rates; competitive games dominant. - Major studios: NEXON (메이플스토리, FIFA Online), NCSoft (리니지, 길드워), Krafton (배틀그라운드 / PUBG), Smilegate (크로스파이어, 로스트아크), Pearl Abyss (검은사막). - Mobile-first audience: heavy auto-battle, gacha, daily login rewards.
Accessibility intro¶
(Detail in game-accessibility.md.)
Game UI accessibility: - Subtitles + closed captions (always option). - Color-blind modes (color-coding redundant with shape / pattern). - Remappable controls. - Adjustable text size + UI scale. - High-contrast mode. - Reduced motion option.
2024+: accessibility is increasingly expected; Last of Us Part II / Forza Horizon raised the bar.
Don't¶
- Don't break genre conventions without strong reason. Players expect HP bottom-left in MMOs.
- Don't ignore platform conventions (PC vs console vs mobile have different defaults).
- Don't make HUD so dense it competes with gameplay attention.
- Don't skip button prompts on console.
- Don't use only color to encode meaning (color-blind exclusion).
- Don't auto-advance dialogue. Player controls the pace.
- Don't lock UI to one resolution. Scale for different screens.
- Don't forget audio. Game UI is auditory + visual.
Cross-reference¶
knowledge/game-ui/hud-design.md— HUD elementsknowledge/game-ui/menu-systems.md— main menu, pause, inventoryknowledge/game-ui/korean-gaming-conventions.md— KR marketknowledge/game-ui/game-accessibility.md— a11y in gamesknowledge/motion/principles.md— motion fundamentalsknowledge/a11y/keyboard-and-focus.md— focus / keyboard