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Wireframe example for World Anomaly Alert
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World Anomaly Alert

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Design the in-world alert state for a timed anomaly that is about to spawn somewhere in the game world. This is not a menu or a modal; it should feel like a diegetic warning the player notices while exploring.

The alert needs to communicate what kind of anomaly is coming, how soon it will appear, and roughly where players should look. Keep the read fast enough for a player in motion.

Think about how the alert behaves across the world itself: on the HUD, near the mini-map, or as a world-space signal tied to the affected area. The presentation should fit a game interface, not a generic notification pattern.

The interesting part is urgency without clutter. Players need enough information to decide whether to detour, prepare, or ignore it, while still staying immersed in the game world.

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Use one strong visual cue for timing and one for location; don’t ask the player to decode both from the same element.

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