◆Game UI & game feel
HUDs, hit stop, screen shake, cooldowns — how games create “juice”, and what it’s called. — 18 entries
HUD (Heads-Up Display)HUD (헤드업 디스플레이)
The always-on screen-space layer that surfaces health, minimap, and cooldowns without covering the action underneath.
Health Bar (Delayed Ghost Bar)체력바 (고스트 딜레이)
A health bar where the real fill drops instantly on a hit while a lighter "ghost" layer lags behind, visually showing exactly how much damage just landed.
Minimap미니맵
A scaled-down map tucked in a screen corner that keeps showing the player’s position relative to nearby enemies and allies at a glance.
Damage Numbers데미지 숫자
Numbers that pop up from the hit point and float upward as they fade — crits get a bigger size and a different color.
Screen Shake화면 흔들림 (스크린 셰이크)
A brief, decaying camera jolt on big impacts — hits, explosions — that sells the sense of physical force.
Hit-Stop히트스톱 (타격 정지)
Freezing all motion for a handful of frames right at the moment of impact, to make a hit land with weight.
Juice주스 (juice)
Layering extra, non-functional feedback — squash, shake, particles, color pops — onto an action that works identically without it, purely to make it feel better.
Loot Rarity Tiers아이템 등급 색 (루트 레어리티)
A color ladder — common through legendary — applied to item borders and glow so value reads instantly, without reading a word of text.
Cooldown Ring쿨다운 링
A dark radial wedge over a skill icon that sweeps away like a clock hand, showing exactly how much cooldown remains.
Dialogue Box대화창 (다이얼로그 박스)
Portrait, typewriter text, and a "continue" cue bundled together to walk the player through NPC dialogue one line at a time.
Skill Tree스킬 트리
A branching web of nodes and connecting lines that shows which abilities must be unlocked before others become available.
Inventory Grid인벤토리 그리드
A uniform grid of item slots, with newly acquired ones flagged by a badge or shimmer so they stand out from the rest.
Quest Tracker퀘스트 트래커
A persistent panel listing the current objective and its sub-tasks, checking each one off as the player completes it.
Crosshair조준점 (크로스헤어)
The center-screen mark that reveals firing accuracy in real time — spreading while moving or firing, tightening at rest.
Combo Counter콤보 카운터
A number that climbs with every successive hit, punching bigger on each step — and resets to zero if the next hit doesn’t land in time.
Level-Up Burst레벨업 연출
A bouncy banner that pops in the instant a character levels up, with light rays bursting outward behind it to mark the moment.
Loading Tips로딩 팁
Gameplay tips that rotate every few seconds beneath a filling progress bar, giving the wait something to do besides just watching a bar.
Diegetic UI다이제틱 UI (세계관 내 UI)
Showing information as an object that exists inside the game world — a wrist display, a dashboard gauge — instead of overlaying it on the screen.