UX/UI for Games

Interfaces that help players understand the game without leaving it.

I design onboarding, HUDs, menus and flows around attention, timing and the decisions a player needs to make next.

UX/UI as part of the game system

Game interfaces do more than present information. They shape pace, confidence and the way players interpret consequences. My approach starts from the loop and player behavior, then builds the hierarchy, feedback and interaction patterns needed to keep the experience readable.

  • Onboarding and first-session flow.
  • HUD, menus, navigation and information hierarchy.
  • Wireframes, interaction patterns and annotated user flows.
  • Feedback, readability and accessibility-minded structure.
  • Progression, economy and monetization presentation.

Typical problems

This work is useful when players hesitate, important states are hard to read, menus compete with the core loop or a feature makes sense to the team but not to a first-time user. It can also support a new project before visual production begins, reducing rework by agreeing on structure first.

Process and deliverables

I map the player journey, identify decisions and failure points, then develop flows and interface directions at the level of fidelity the project needs. Deliverables may include user journeys, wireframes, screen maps, HUD studies, clickable prototypes, UI specifications and Unity implementation support.

Experience across game types

My background includes interface and metagame work for mobile board games, gameplay UI for puzzle and match titles, VR interaction and independent PC prototypes. See the hybrid-casual shmup case for a structured look at clarity, pacing and monetization, or the Shadow Strike case for spatial ambiguity and camera feedback.

Need clearer onboarding, HUD or system presentation?

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