There is definitely a science behind the composition of a heads-up display. The HUD is a screen overlay, and is one of the best tools for communicating key information to the player in a clear and recognisable way. Presenting these in a way that the player can quickly identify is an important part of the player feedback loop, especially in a fast paced action game like I am aiming to create. The player needs to be able to see how much health and ammo they have at a glance, as to not slow the pace of the game or even worse, have the player die because they were too busy trying to find the health bar to dodge enemy attacks.
I have researched HUD design, and have researched the way that similar games have designed their HUD, in order to gather an idea of the elements I need to include in mine.
The elements that I need to include in my game are:
- Health Bar
- Ammo Counter
- Total Money
- Current Weapon
- Current Active Item
- Map
- Inventory
- Score
- Context-Sensitive Prompts
I have made some rough sketches for some ideas of what these elements could look like, and where they could be placed on the screen:
| Some rough sketches of various HUD elements |
| An example sketch of how I could compose the elements of my HUD on the screen |
With the research I have conducted and the sketches and notes I have made as a result of said research, I have a good understanding of the elements I need to include in my game, how I want them to look, and also where they need to be placed on the screen for maximum effectiveness. As previously stated, I am not the most arty person, and as a result I was previously worried about having to draw as a means of communication during design. However after this task I now understand the purpose of rough sketching isn't to nail down an aesthetic, but is a method of generating and communicate ideas for aspects of design that aren't easily explained in written form.
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