Menu + HUD Mockups
Static UI mockups with interactive volume sliders and text-only input prompts. Designed for Slice 0 menu direction reviews.
Open this file in Cursor preview/browser. The Options panel has interactive sliders — drag to adjust. This mockup intentionally uses text-only prompts (no controller icon pack assets).
Pause Menu Mockup
[P] Pause
[ESC] Cancel
Options Menu Mockup
[←/→] Adjust
[ENTER] Apply
[ESC] Back
HUD Mockup
WAVE TIME 01:42
Health
Stamina
Objective
Reach the exit gate and clear the room.
Reach the exit gate and clear the room.
[F] Open Gate
Emote Wheel (Hold Y)
[Hold Y] Open
[Mouse] Select
[Release Y] Play emote
Character Animation Behaviors
Emote Wheel Animations
Triggered via the radial emote wheel (hold Y). Player character performs the selected emote until interrupted by movement, attack, or jump.
Wave → Waving (loop)
Cheer → Cheering (loop)
Sit → Sit_Floor_Down → Sit_Floor_Idle (loop)
Lie Down → Lie_Down → Lie_Idle (loop)
Push-Ups → Push_Ups (loop)
Sit-Ups → Sit_Ups (loop)
Wave → Waving (loop)
Cheer → Cheering (loop)
Sit → Sit_Floor_Down → Sit_Floor_Idle (loop)
Lie Down → Lie_Down → Lie_Idle (loop)
Push-Ups → Push_Ups (loop)
Sit-Ups → Sit_Ups (loop)
Special Triggered Animations
Certain animations play automatically in response to game events. These are not player-initiated.
Wave Clear → Character plays Cheering animation automatically when all enemies in a wave are killed. Plays for ~2 seconds, then returns to idle. Gives satisfying feedback for completing a wave.
Hit Reaction → Hit_A or Hit_B when taking unblocked damage.
Block Hit → Melee_Block_Hit when taking damage while blocking.
Death → Death_A when health reaches zero.
Wave Clear → Character plays Cheering animation automatically when all enemies in a wave are killed. Plays for ~2 seconds, then returns to idle. Gives satisfying feedback for completing a wave.
Hit Reaction → Hit_A or Hit_B when taking unblocked damage.
Block Hit → Melee_Block_Hit when taking damage while blocking.
Death → Death_A when health reaches zero.
Animation Priority (highest → lowest)
1. Death
2. Hit reaction
3. Attack swing
4. Jump / Fall / Land
5. Blocking
6. Emote (from wheel)
7. Wave clear cheer
8. Running / Walking
9. Idle