Information hierarchy: what the player must know per state (exploration/combat/
HUD layout: annotated safe-zone diagram per aspect ratio incl. 21:9 and
Menus: information architecture of all screens, max depth target, muscle-
Flows: join/invite/party, settings (complete settings tree incl. audio mixers,
Prototyping: wireframe descriptions for the 5 most-used screens, usability
Strategy: value-exchange inventory table (cosmetics | convenience |
Store/currencies: hard vs soft currency separation, earn paths for every
Battle pass (if any): free/premium tracks, XP pacing so completion is realistic
Gacha/loot (if any): odds disclosure, pity floor, duplicate currency,
Guardrails: pay-to-win audit grid (spend advantage tests), spending caps/
Experience targets: what is authoritative (movement/combat/progression),
Matchmaking: skill model intent (fast fair fun — pick priority), party size,
Sessions/lobby: invite flow, platform session APIs, reconnect window,
Abuse surface: cheat model (server-authoritative checks list, aim/teleport/
Ops: server fleet sizing by timezones, cost per match, QoS telemetry,
Motor: full remap incl. bumper-jumper/tap-vs-hold, analog deadzone/curve,
Visual: subtitle + captions specs (size/background/speaker labels/SFX
Auditory: visual audio cues for direction/stealth cues, mono downmix,
Cognitive: difficulty separated by mechanic (combat/puzzles/timing),
Process: accessibility statement page, feature matrix at store certification,