We started the UX overhaul: minimize non-diegetic menus. The idea is to maintain clarity… but by making the interface exist within the world (wrist/holo, animations, "physical" transitions).
It's a hard constraint, but it creates a strong identity and rare immersion. The trap is being "stylish but slow", so we work with one obsession: speed of access + readability.
Constraints we impose:
- Any frequent action must remain fast.
- No "UI cinematics" that waste time.
- Always a "quick read" mode when the player is in a hurry.