Milestone 4 — Screen Layout

GAME 1303 · Week 11 — Tuesday, November 3 · Implemented screens, demoed in class · 5 points


The deliverable

Your game's complete screen flow, implemented and navigable:

Title → Game → Pause → Win → Lose → back to Title

Not mockups. Working screens, in the build, that you can move between with a controller or keyboard while someone watches.

This is the milestone that turns a prototype into something that reads as a game. A build that opens straight into gameplay and has no way out is a demo; a build with a title screen and a lose state is a game.


Required screens

Screen Must contain Must do
Title Game title, Start, Quit Start enters the game
HUD Live game state — health, score, timer, moves, whatever your game tracks Updates as the game runs, bound to real values
Pause Resume, Restart, Quit to title Actually freezes the game; resume returns to the same state
Win Confirmation of winning, and a route onward Restart or return to title
Lose Confirmation of losing, and a route onward Restart or return to title

Both directions. Every screen you can enter, you can leave. Getting stuck on a menu is the single most common failure here.

Feeding exercise: Ex 7 — Screen Flow (Wk 10), where you build this structure with UIManager on a starter scene. This milestone applies it to your own game.


Technical requirements

Section 001 — Unity 6.x: UI Toolkit — UXML documents and USS stylesheets, driven by UIManager. Not legacy uGUI Canvas. The starter GameUI.uxml and GameUI.uss are yours to restyle.

Section 002 — Unreal 5.8: UMG widgets with a widget-switching HUD class.

Both: screen state is driven by GameStateManager (or your Blueprint equivalent), not by scattered per-screen logic. Pause must genuinely halt gameplay — time scale or time dilation, not just a visual overlay.

HUD binding is required. A health bar that shows a hard-coded three hearts is not a HUD; it must read from Health and change when you take damage.


The design decision

Restyling matters here. The starter UI is deliberately plain, and shipping it unchanged reads as unfinished.

Ask of every HUD element: what does the player do differently because this is on screen? If the answer is nothing, cut it. Screen space is the scarcest resource in your game, and most student HUDs show two or three things that nobody ever looks at.

Consider:


By track

Track Notes
2D Standard five screens
Puzzle HUD shows move count or timer; Reset must be reachable in one input from gameplay
Narrative Dialogue UI counts as HUD. Text size, contrast, and line length are graded here.
3D Standard five screens; watch contrast over varied environments
VR World-space UI, not screen-space. Comfort options — vignette, locomotion toggle, height calibration — belong on the pause screen. A screen-space overlay in VR is uncomfortable and does not meet the requirement.

Submission


Rubric — 5 points

Criterion Pts Met when
All five screens present 2 Title, HUD, pause, win, and lose all exist in the build
Flow works both ways 1 Every screen is reachable and escapable; no dead ends; pause genuinely pauses
HUD is live 1 Bound to real game values and updates during play
Visual design 1 Deliberately restyled, readable over gameplay, consistent across screens

Common failure modes


Looking ahead

Four weeks from now these screens are the first thing anyone sees in your published build. Time spent here is disproportionately visible in the Week 15 grade — the Published Game rubric awards 3 points for exactly this, and it is the easiest place in the course to look finished.