Bioshock Infinite is a first-person shooter released in 2013. It's Irrational Games last addition to the Bioshock series and is one of my favorite games. The game follows Booker DeWitt as he uncovers the dark secrets of this "City in the Sky" Columbia. You are equipped with guns and magic spells called "Vigors" and tasked with kidnapping a girl to wipe away your debt.
Infinite's UI is very much based in the real world. It's a perfect example of the game and story affecting UI and the UI helping tell the game and story. All of the screens are 3D and have weight to them. The cogs in the vending machine turn when you select something else, the tutorial pop-ups are a moving picture show, and you see your shield breaking when you take too much damage. It all has a touch of Columbia flavor and each asset is deliberately crafted for a purpose.
There is a lot of different fonts in Infinite. But most of the UI is a condensed sans-serif font. It's usually overlaid on a dark semi-transparent background to make it stand out more but other times, a thick black outline is placed around it. Any diegetic type found in the game is going to be a serif font to give it that 1912 look. Everything from signs, to sewer grates, to the "L" on Upgrade Bottles are a serif type.
Bioshock Infinite uses a lot of different colors. But, for the most part, they use a lot of greys and a pale yellow look (like old parchment). For your bars on the left side of the screen, each color represents a resource. Yellow is shields, blue is salts, and red is health. This can be used to easily convey which resource an item is affecting (i.e. [+Health] is red when looking at an apple). For the weapon backgrounds, there are 2 different colors. Blue and Red. These colors represent the faction that manufactured the weapon. Blue is the police and red is the Vox Populi. Some colors are meant to call attention to things. Like the bright green when jumping on and off of skylines. I would also like to note that this turns yellow when preparing a sky strike. This is to bring attention to which action is being taken.
Much of the UX in Bioshock Infinite has to do with it's Keyboard controls. You press F to pick up things, E to melee, Q to swap vigors, Z to zoom and so on. There are so many buttons and actions that there were times when I was mashing F to try and melee someone or I would accidentally swap vigors when I wanted to swap guns. It might be a problem with Keyboard controls or my lack of hand-eye coordination, but I think there might have been a better way to go about controls. There's also a lot of sub-menus and animations in the Main Menu. Although it's beautiful when you start, a person going through them rapidly/frequently might get annoyed when having to watch the same pan and zoom animation 5 times.