Skip to content
ThorbisInterface Guidelines (opens in a new tab)
Platforms · Game

Game interfaces

A game is still a Thorbis product. The play is the sheet. The HUD is chrome and it recedes. Menus are places and transactions with the same roles they have on the web. These rules hold on PC, Xbox, PlayStation, and phones, on top of each host's own page.

Web counterpart

The web shell's roles: sheet, chrome, place, modal, inspector, and honest states.

The play is the sheet. HUD in the corners. Status is a word.
On the webOn Game interfaces
The sheetThe play. Nothing covers it without a reason.
Quiet chromeThe HUD. Corners, small, and low contrast until it matters.
A routeSettings, loadout, map, and the store. Each is a place with tabs.
A modalPause, confirm, and quit. Done or not.
The inspectorItem and unit detail beside the grid, not a popup on top of it.
Status is a wordEffects, objectives, and alerts say what they are, with an icon and color beside them.
Showcase profileThe title screen and trailers. Nowhere else.

What carries

  • Inter on every menu, label, and number. A display face only on the title screen.
  • Tabular figures for scores, timers, ammo, and money.
  • Electric blue for focus and selection. Danger red for damage and loss. No other accents.
  • Button verbs: Resume, Equip, Buy, Quit. Never OK.
  • Minimum loading-state timing from the web, so a fast load does not flash.

Plus everything on the shared list.

What the host owns

  • The platform's button glyphs, pause behavior, and system overlays.
  • Each console's ten-foot rules and certification.
  • System accessibility settings where the platform exposes them.

Rules

  • The HUD recedes. Health, objective, and resources sit in the corners inside the safe area. They brighten when they change and settle when they do not. Players can scale the HUD and lower its opacity.
  • Status is a word. Burning, poisoned, objective updated. Color sits beside an icon and a word. A colorblind mode is a courtesy, not the fix.
  • Pause is a modal. Resume first and focused. Settings in the middle. Quit last, and confirmed if progress is lost. Back resumes.
  • Settings is a place. Tabs for Controls, Display, Audio, Accessibility, and Gameplay. Every option previews live. Display changes revert after ten seconds unless kept. Each tab has a reset.
  • Every input can be remapped. Every action. Hold or toggle for every hold. Separate sensitivity for each axis. Defaults match the platform.
  • Subtitles are offered on first launch. Size, background opacity, and speaker names are settings. Lines are short and stay on screen long enough to read.
  • Respect motion and flashes. Honor the system's reduced-motion setting. Camera shake, blur, and screen flashes each have a toggle. Cinematics are tested for photosensitive risk before release.
  • Loading is honest. Real progress or none. No fake bars. A long load names what it is doing. A tip may sit on it; an ad may not.
  • The store tells the truth. Real-money prices sit beside virtual currency. No countdown pressure. No purchase on a single press. A purchase is a modal with Buy and Cancel.
  • First run is Guided. One action per screen. Language, subtitles, text size, then play. Everything else waits for Settings.

We refuse

  • Bespoke fantasy fonts on menus.
  • Color as the only signal for teams, damage, or rarity.
  • Unskippable splash chains.
  • Dark patterns in the store.

Sources

Loading search…

Loading search. You can close this message and keep reading.