Course Overview
What this course is designed to develop
This course teaches the layout, hierarchy, feedback design, and engine handoff that separate a professional game UI from a cluttered overlay. You will learn the four-part diegesis matrix (diegetic, non-diegetic, spatial, meta) and use it to decide where every element belongs, design HUDs around safe zones and the player's combat focus, and make health bars, ammo counters, and minimaps legible at speed and on a TV across the room. You will structure inventory grids, radial menus, and pause screens around real interaction costs, then bring it all to life with state feedback, screen shake, hit-stop, and tween timing that designers call juice. Finally you will prepare clean specs and 9-slice assets so your work survives the handoff into Unity or Unreal. By the end you can take a game from a paper HUD sketch to a readable, responsive, good-feeling interface ready to build.