10 Things You Didn’t Know About Video Game UI

For the love of U and I.

By Tommy Millar /

UI doesn’t get enough love.

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Every time you hear someone commenting on how incredible a game’s graphics are, the chances are they’re referring to the character models, or the environments, or even the particles/effects. But hey, I can’t be too mean to you lot - who’s going to be sat there ogling footage for the next Resident Evil and shout “Whoa! Look at that ammo counter!”?

But therein lies part of the problem. Even some gamers who've been playing their entire lives struggle to determine just how many elements in a screenshot are UI or not.

I can’t count the amount of time I’ve mentioned to people that I used to work as a User Interface Artist and they responded with “so, you do like... the pause menu and the life bar, then? Is that all you do?”

Though I’ve worked on UI for a few AAA games (and for countless smaller titles), I still get asked the same questions. What even is UI, and why would anyone want to do it? Well, here are some things you probably didn’t know... about videogame UI!

10. How A Game Forces You To “Read The Screen”

One of the first things you learn when starting out a specialism in UI is the rather craply-named “screen real estate”, which makes it sound like the art of building student halls on top of your TV.

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But it’s the priority and flow of how you read the screen, because each part has a different level of importance.

Here in the west the highest priority radiates from the centre of the screen outwards (dead centre being most important), with top-left corner being most important, and bottom-right being least (we read from left to right).

This means you should always put the most important UI in the centre, then work your way down the priority list. If your character has an important resource you need to manage from second to second, don’t put that information in the bottom-right, you toerag!

Interesting point - in a fighting game, player two gets a mirrored UI - we instinctively expect the information to be read in reverse (and most of us can do so without any problem) - and that’s why in fighting games the bars deplete into the centre!

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