Visual Design of Games

I feel that Dicey Dungeons is a great example of how graphical design principles can be used to make a game intuitive to the human eye. Each corner of the screen has its own core/supportive element, which are placed in those spots to add emphasis: the turn counter, the player character stats, the enemy monster stats, and the end turn button. The player’s equipment items are presented in the middle of the screen with colorful contrasting boxes, clearing drawing delineations between the items. Each equipment item UI box has an ample amount of whitespace to draw emphasis to the center slot (where players can place their dice), and the specific action of each item is neatly grouped at the bottom of the UI box. Together, these graphical design elements make this game exceptionally easy to get into as a new player.

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