Where do I go? Navigation, menus and wayfinding
Players say they are lost about two completely different things: they cannot find the screen they want, and they cannot find the place they are meant to go. Both are navigation, both are cheap to fix early, and both are invisible to the people who built the game.
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Hadjoudj Idris
Game UI/UX Designer
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Hire me Browse the workNobody on your team gets lost in your game. You know that the loadout is under Character, that the door is behind the waterfall, that the map filters exist. Every one of those is knowledge a new player does not have, and none of it can be un-learned once you have it. This is the whole reason navigation problems survive to launch.
Name screens by what the player wants
Menu labels tend to inherit the names the team uses internally, which are the names of systems rather than the names of intentions.
| Team name | Player name |
|---|---|
| Loadout Manager | Equipment |
| Progression | Upgrades |
| Meta | Base, or Home |
| Config | Settings |
| Entity Codex | Bestiary, or Enemies |
| Session | Play, or Continue |
| Store / IAP | Shop |
The test is what players call it out loud in a playtest. If five people say inventory and your button says stash, the button is wrong, however precise stash is in your fiction. Watching for that vocabulary gap is one of the things a playtest is for.
The back button contract
Back is a promise: it returns you to where you just were, every time, from everywhere. Games break it constantly, usually because different screens were built by different people at different times.
- One back, one meaning. Back goes up or out. It never confirms, never applies, never quits without asking.
- Close and back are different. A modal closes and returns to what was underneath. Back navigates the tree. Using one control for both makes deep screens unpredictable.
- The controller button is the same everywhere. Bound to a cancel action, glyph shown in the prompt bar, per the rules in designing game UI for controllers.
- Escape and the platform back gesture must both work, on the platforms that have them, and must agree with your on-screen control.
- Unsaved changes get one dialog, worded so the buttons say what they do rather than Yes and No, which is a UX writing problem.
- Back from the root exits deliberately. With a confirmation, and never as a surprise.
Wayfinding: the other half of lost
The second navigation problem happens in the world, and it is solved mostly with level design and light rather than with interface. Interface should be the last resort, not the first.
- Landmarks first. A tall, distinctive, visible-from-far thing orients players better than any compass. Give each area one.
- Sightlines do the instructing. If the player can see the destination from the entrance, most of your wayfinding is already done.
- Light leads. Players walk towards brightness, warmth and movement. This is the oldest trick in level design and it still works.
- Contrast marks the path. The route should differ from the scenery in value or colour, consistently, across the whole game.
- Consistency is the rule that makes the others work. If yellow paint means climbable in level one, it means climbable in level nine, and nothing else is yellow.
- Dead ends should look like dead ends from a distance, so exploring them is a choice rather than a punishment.
Objective tracking: how much to tell
This is a design decision disguised as an interface one, and it sits on a spectrum between the player never being lost and the player never exploring.
| Approach | Feels like | Best for |
|---|---|---|
| Precise waypoint on screen | Efficient, and slightly hollow | Long open worlds, live games, players with limited time |
| Direction and distance only | Guided but active | Most games, most of the time |
| Written description, no marker | Genuine discovery, occasionally frustrating | Investigation games, deliberate slower pacing |
| Diegetic guide: a bird, a wind, a compass in the world | Immersive, and readable | Games where interface would break the fiction |
| Nothing at all | Free, and easy to abandon | Open exploration games with strong landmarks |
Whichever you pick, let players turn it up or down. A marker toggle costs a day and turns a divisive design decision into a preference, in the same way the settings in game UI accessibility do.
Maps that work
- Orientation must be obvious. Either the map rotates with the player or it does not, and it never changes its mind. If it is fixed to north, mark north unmistakably.
- Show where the player is looking, not only where they are standing. A cone beats a dot.
- Filters, not clutter. Once a map has forty icon types, the useful ones are invisible. Let players switch categories off, and remember the choice.
- Player markers are worth ten features. Letting people mark their own point of interest solves a hundred navigation problems you did not anticipate.
- Legends must be reachable while reading the map, not on another screen.
- Fast travel needs to be findable from the map, because that is where players are when they decide to use it.
- Zoom and pan on a controller need a plan, since this is one of the screens that assumes a mouse, as covered in designing game UI for controllers.
What a lost player looks like
In a playtest, being lost has a recognisable shape, and it appears long before the player says anything.
- Backtracking. Walking the same corridor twice in opposite directions.
- Perimeter running. Following the edge of a space looking for an exit.
- Camera sweeping. Spinning the view in place rather than moving.
- Menu diving. Opening the map, then the quest log, then the map again.
- Trying the wrong door repeatedly. They believe it should open; your affordances told them so.
- Going quiet. Players narrate while they are engaged and stop when they are frustrated.
Affordances: why they cannot see the door
When several players miss the same interactive object, the object is not the problem, the language is. Games teach players what is interactive within a few minutes, and everything after that has to obey the lesson.
- Interactables need one consistent signal across the whole game: an outline, a colour, a light, a shape. Two signals means two categories, and players will look for the difference.
- Do not decorate with your interaction language. If glowing means usable, nothing decorative glows.
- Movement attracts the eye more than anything else, so a subtle animation is often all a missable object needs.
- Prompts appear at the range where the action becomes possible, not earlier, which teaches distance as well as availability.
- Check it in a still frame. Screenshot a room and ask someone which things they can use. That is your affordance test.
A player who is lost does not blame your level. They blame themselves, get bored, and stop playing.
Hadjoudj Idris
Game UI/UX Designer, Remote, worldwide
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