Kimmy's Skills

drift — Game UI Requirements

Source: ../game.html · Surface: game UI (console + handheld) · Mode: Greenfield · Case 04 Purpose: prove input-first HUD design, safe-zone containment, redundant status, and motion/flash safety.

1. Problem and context

Who: players on a TV at three meters, on a monitor at one meter, and on a handheld at thirty centimeters.

Jobs: read status at a glance, act without looking away, pause and adjust without losing the thread.

Constraints: real-time input, overscan and cutouts, color-vision variety, photosensitivity. Menus are the calm surface of the same system.

2. Principles

3. Experience requirements

HUD

Handheld

4. Visual requirements

Typography

Three roles:

Reading text stays out of the HUD. Numerals are tabular wherever a value can change.

Color

The HUD palette is the whole color system: three status hues, one objective hue, one loot hue, and neutrals.

Role Value
HUD text #f2f5f9
HUD dim #aeb6c4
HUD scrim rgba(8,10,14,.62)
health #4ade80
shield #60a5fa
danger #f87171
warn #fbbf24
objective #5eead4
loot #c084fc

Every status also carries a glyph and a word, so colorblind modes change the palette, not the meaning.

5. Components and states

6. Motion and accessibility

7. Verification requirements

8. Non-goals

9. Open questions