From core loop to screen list: turning a design into something you can build
A design document says what the game is. A screen list says what has to be built, in what order, and what it will cost. Turning the first into the second is a half-day of work that most projects skip, and then spend the rest of production paying for.
In this article
Open to new projects
Hadjoudj Idris
Game UI/UX Designer
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Hire me Browse the workAsk a team how many screens their game needs and you usually get a shrug and a number that is about a third of the truth. Not because anyone is careless: the boring screens are invisible until somebody counts them, and nobody counts them until the milestone is close.
The screen list is the design, made countable
Every design decision eventually becomes a surface the player looks at. Listing those surfaces converts a set of intentions into something that can be scheduled, priced and cut, and it does it early enough for the cutting to be cheap.
- It makes scope visible. "We will have crafting" becomes four screens and eleven states.
- It makes cost real. Design work, art, engineering and QA all scale roughly with this list.
- It makes cutting possible. You cannot remove a feature you have not measured.
- It makes hiring possible. A screen list is what turns a vague enquiry into a firm quote, as covered in what to send your UI designer.
Start from the loop, not the feature list
Draw the core loop first: the sequence the player repeats. Then walk it and ask, at every step, what the player has to see or decide.
- 01
Write the loop as verbs
Explore, fight, loot, upgrade, repeat. Or: pick a contract, drive it, get paid, buy a truck. Four to six verbs is usually the whole game.
- 02
Give each verb its surface
A verb the player performs needs a way to do it and a way to see the result. Fight needs a HUD. Upgrade needs a screen. Get paid needs a results moment.
- 03
Add the transitions
Between every pair of verbs there is a moment: a loading screen, a summary, a confirmation, a briefing. These get forgotten and there are more of them than anyone expects.
- 04
Then add the systems
Everything that is not in the loop: settings, saves, collections, stats, social, store. This is where the list doubles.
The four layers
| Layer | Contains | Typical share of the list |
|---|---|---|
| Moment-to-moment | HUD per mode, prompts, in-world interface, pause | Small in count, large in effort |
| Session | Start, briefing, results, death or completion, retry | Small, and the highest impact per screen |
| Meta | Progression, inventory, shop, collection, base, map | The largest chunk, and the one that grows |
| Platform and service | Settings, saves, accounts, errors, disconnects, legal, patch notes | Always underestimated, always required |
The fourth layer is the one that turns a comfortable schedule into a scramble. It is not optional, most of it is required by platform certification, and it appears on nobody's design document.
Deriving screens from systems
Each system implies a predictable set of surfaces. This is the table I work through with teams, and it is usually where the number doubles.
| System | Screens and moments it implies |
|---|---|
| Inventory | Grid or list, item detail, comparison, sort and filter, full and empty states, drop or sell confirmation |
| Crafting | Recipe list, recipe detail, missing-ingredients state, crafting in progress, result moment |
| Progression | Tree or track, node detail, purchase confirmation, unlock celebration, respec |
| Shop | Categories, item card, detail, purchase confirmation, receipt, insufficient funds |
| Quests | Log, detail, tracker on the HUD, accept and complete moments, turn-in |
| Map | Full map, legend, filters, markers, fast travel confirmation |
| Multiplayer | Lobby, matchmaking, party, invites, disconnect, results, reporting |
| Saves | Slot list, save, load, overwrite confirmation, corrupted-save state, autosave indicator |
States are where the scope hides
One inventory screen is not one screen. It is a screen with a set of states, and the state count is a better predictor of effort than the screen count.
- Empty, loading, error, filtered-empty, one item, full, over capacity. Nearly every list-shaped screen has all seven.
- Interaction states: default, focused, selected, pressed, disabled, and focused-while-selected, per designing game UI for controllers.
- Content extremes: the longest item name, the biggest number, the maximum stack, the longest translated string.
- Permission states: locked, unavailable, owned, already equipped, not yet earned.
- A rough rule: a systems screen is three to seven times the work of its default state. Estimating from the default alone is how projects end up a month short.
The screens nobody lists
- Controller disconnected, required on console and missing from most lists.
- Save failed, storage full, do-not-power-off, all certification items.
- Network loss and reconnection, for anything online, including single-player games with a store.
- First launch: language, accessibility offer, age gate, legal, data consent.
- Patch notes and version mismatch.
- Empty states for every list in the game, which is the single most commonly missed category.
- The end. What a player sees when they finish, or when they have bought everything, or when the season ends.
Cutting
A screen list exists to be cut. The useful sort is frequency against value, and it produces different answers from the one everyone expects.
| Seen how often | Matters how much | Decision |
|---|---|---|
| Every session | High | Design it properly. This is where the budget goes |
| Every session | Low | Simplify it, or remove it from the path entirely |
| Rarely | High | Make it clear and plain. It does not need to be beautiful |
| Rarely | Low | Cut, or make it a text list and move on |
The pattern that keeps repeating: teams spend their design budget on the main menu, which is seen once per session for four seconds, and reuse a template for the results screen, which is seen forty times an hour and decides whether people retry. The priority order for a small budget is in indie game UI on a budget.
Prototype order
Once the list exists, the order to build it in is not top to bottom.
- The HUD for the main mode, because it cannot be judged without motion and it will change more than anything else.
- The session loop screens: start, results, retry. These decide retention and they are small.
- The one system screen your game is about. The inventory in a survival game, the deck in a card game, the base in a management game.
- The component kit, once three real screens exist, so the reusable parts are derived from reality rather than guessed. See prefabs, variants and a Unity UI kit.
- Everything else, assembled from the kit.
- Platform and error states last, but on the list from day one so they are scheduled rather than discovered.
A worked example
A small run-based roguelike, the kind of project I am sent most often. The team's initial estimate is usually around a dozen screens.
- Loop screens: main menu, run setup, HUD, pause, level up or reward choice, end of run, meta upgrades. Seven.
- Meta screens: unlock collection, stats, achievements, settings across three tabs. Six.
- Moments: loading, new unlock, death, victory, daily challenge. Five.
- Platform and edge: controller disconnect, save error, first launch, legal, patch notes. Five.
- States on the six list-shaped screens: empty, filtered, locked, error, maxed. Call it twenty additional deliverables.
- Components underneath all of it: buttons, cards, tooltips, modals, notifications, sliders, tabs. Eight or so.
That is roughly twenty-three screens, twenty state variants and eight components, against an initial guess of twelve. Nothing was added to the game: it was counted. Doing that counting before the schedule is written is the difference between a plan and an optimistic sentence.
Nobody has ever discovered their screen list was shorter than they thought.
Keeping it alive
- One owner. A list nobody maintains is wrong within a month.
- Review it at every milestone, and add the screens the last month revealed.
- Mark status per screen: designed, built, states done, localised, controller-checked.
- Keep the cut list visible. Things that were cut have a way of returning as surprises.
- Attach it to the brief when you hire. It is the single most useful attachment a studio can send a designer.
How many screens does a game need?
It depends entirely on systems rather than on size or genre reputation. As a rough shape, a small premium indie game lands around 15 to 25 screens, a mid-sized game with progression and an economy lands around 30 to 60, and a live game keeps growing. What matters more is the state count underneath those numbers.
When should the screen list be written?
As soon as the core loop is settled and before the schedule is committed. It is a half-day of work that changes what the schedule says, and it is the input a designer needs to price anything. Writing it after production starts means discovering scope rather than choosing it.
Who should own the screen list?
One named person, usually the game designer or the producer, with the UI designer contributing the states and the platform screens. What does not work is a list that lives in three documents, because the version everyone quotes will be the shortest one.
How do I estimate design time from a screen list?
Not by multiplying screens by a fixed number, because a settings tab and a full inventory are not comparable. Group screens into simple, standard and systems-heavy, count states for each, and estimate by group. The timeline logic is in how long game UI design takes.
What if the design is still changing?
Then build the list from the parts that are stable, mark the volatile systems explicitly, and design components rather than fixed screens so changes are cheap. A screen list with uncertainty marked on it is far more useful than no list, and far safer than one that pretends the design is settled.
Is this the same as a game design document?
No, and it does not replace one. A design document explains intent, systems and rules. A screen list is the buildable consequence of that document: the surfaces, their states, and their order. Teams need both, and only one of them can be turned into a schedule.
Hadjoudj Idris
Game UI/UX Designer, Remote, worldwide
Need this done properly on your game?
Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.
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