User Interfaces in Video Games – The quest for genre-appropriate and usable game UI
Now that we have a basic understanding of the different types of HUD and UI elements within video games, I’d like to share some interesting considerations about the the functions and different types of game UI.
Types of Visual Representation
Diegetic vs Non-Diegetic UI
During my research the most interesting thing I came across is the idea of diegetic user interfaces. Diegetic is defined as “existing or occurring within the world of a narrative rather than as something external to that world [1]“. This usually refers to cinema with the example of in-universe music, but in the video game context user interfaces can also take on this role. Some UIs feel like they’re slapped on the screen without consideration of the world they’re in, while others barely feel like utilities for the player with how immersive they are.
This four-part framework helps with differentiation and categorisation by asking two questions:
- Is the UI part of the game world?
- Is the UI part of the story?

Source: [2]
Non-Diegetic – User interfaces that AREN’T part of the world and AREN’T part of the story [3]. The player character isn’t aware of the UI and it is only there to aid the player. An example would be Baldur’s Gate 3, with the spell inventory, mini-map and party information.

Source: [4]
Spatial – User interfaces that ARE part of the world and AREN’T part of the story [3]. On the example of the Sims 4, the game characters aren’t aware of the diamond icon above their head. This type of UI typically aids the player when selecting different objects in the world, such as the door in the example below.

Source: [5]
Meta – User interfaces that AREN’T part of the world and ARE part of the story [3]. The go-to example here are blood splatters in shooter games. They reflect the status of the player/player character and utilise the link between the game and player.

Source: [6]
Diegetic – User interfaces that ARE part of the world and ARE part of the story [3]. The player character is aware of and can interact with these elements. The most famous example of this is Dead Space, where the health bar is integrated into the back of the suit of the player character. There are no other UI elements overlayed on top of the screen for maximum immersion.

Source: [7]
References
- [1] Merriam-Webster, “diegetic,” Merriam-Webster Dictionary. Accessed: Jan. 11, 2026. [Online.] https://www.merriam-webster.com/dictionary/diegetic
- [2] M. Andrews, “Game UI Discoveries: What Players Want,” Gamasutra. Accessed: Jan. 11, 2026. [Online.] Available: https://web.archive.org/web/20100411115831/http://www.gamasutra.com/view/feature/4286/game_ui_discoveries_what_players_.php
- [3] D. Russell, “Video game user interface design: Diegesis theory,” Dev.Mag. Accessed: Jan. 11, 2026. [Online.] Available: http://devmag.org.za/2011/02/02/video-game-user-interface-design-diegesis-theory/
- [4] W. Greenwald and Z. Cuevas, “Baldur’s Gate 3 Review,” PC Mag. Accessed: Jan. 11, 2026. [Online.] Available: https://www.pcmag.com/reviews/baldurs-gate-3-for-pc
- [5] Game UI Database, “The Sims 4 (PC Edition),” Game UI Database. Accessed: Jan. 12, 2026. [Online.] Available: https://www.gameuidatabase.com/gameData.php?id=528
- [6] I. Mew, ““Get in the tank, Sev” – Killzone 2,” Super Chart Island. Accessed: Jan. 12, 2026. [Online.] Available: https://superchartisland.com/killzone-2/
- [7] V. Liubchuk, “What is a HUD in Games? A Complete Guide to Game Interfaces,” VSQUAD. Accessed: Jan. 11, 2026. [Online.] Available: https://vsquad.art/blog/what-hud-games-complete-guide-game-interfaces