H. Idris / Game UI/UX Designer

Game UX design: what it actually is, and when your game needs it

UX is the part people cannot see and cannot stop feeling. It is not how the menu looks, it is whether players understand your game, get through the first ten minutes, and can find the thing they came for. Here is what the work is, and how to tell whether your game needs it.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

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"UI/UX" gets written as one word so often that the second half disappears. They are different jobs with different deliverables, and on most projects the UX half is where the money is actually won or lost.

UX is not UI, and the difference is expensive

UI is what it looks like. Type, colour, spacing, components, states, artwork. UX is what happens. What the player is trying to do, what they need to know, what order it comes in, and what goes wrong.

You can have a beautiful UI on top of broken UX, and it happens constantly: a gorgeous shop nobody can navigate, a stunning skill tree nobody understands, a main menu that looks like a film poster and takes four inputs to get past. The reverse is rarer and much less damaging. A plain interface with correct structure is a game people finish.

QuestionWhose job
What screens exist and how does a player move between them?UX
What does the button look like in its pressed state?UI
Does the player understand what this resource is for?UX
Which typeface, at which size?UI
Why do 40 percent of players quit in the tutorial?UX
Does this panel match the game's art direction?UI
What happens when the inventory is empty, or full?Both, UX decides, UI expresses

What a game UX designer actually delivers

UX output is less photogenic than UI output, which is exactly why it gets skipped. These are the artefacts worth paying for.

DeliverableWhat it isWhat it prevents
Screen and state inventoryEvery screen, every state, counted.The scope surprise in week five, and quotes that were never accurate.
Flow diagramThe map: how a player gets anywhere from anywhere.Dead ends, orphaned screens, and back buttons that do the wrong thing.
WireframesGreyscale structure and hierarchy per screen.Structural mistakes discovered after the art is finished.
Information hierarchyWhat matters most on each screen, ranked.Screens where everything competes and nothing reads.
Onboarding planWhat is taught, when, and how it is reinforced.The single biggest source of early quits.
Usability findingsObserved problems from watching real players, prioritised.Arguing about opinions instead of fixing what is measurably broken.

What players say, and what it means

Players are excellent at detecting problems and unreliable at diagnosing them. Almost every complaint below is a usability problem wearing a different hat, and a surprising number of them are a wording problem, which is the words in your game.

What they sayWhat is usually true
"It's confusing"Too many things introduced at once, or no clear primary action
"It's boring"They do not understand the goal yet, so nothing feels meaningful
"It's too hard"The game did not teach the mechanic before testing it
"It's buggy"Often real bugs, but frequently missing feedback: it worked, nothing said so
"It feels cheap"Inconsistent interface, missing states, no polish on transitions
"I got lost"The menu tree is too deep, or back does not behave predictably
"I didn't know I could do that"A feature exists with no discoverable route to it

Onboarding is where the money is

If you only ever buy one piece of UX work, buy this. The first ten minutes decide refunds, reviews, wishlisted-then-forgotten, and whether a streamer keeps playing past the intro. What that stretch has to do, beat by beat, is in the first ten minutes.

  1. Teach one thing at a time, then use it immediately. Anything taught and not practised within about a minute is gone.
  2. Teach at the moment of need, not in a block at the start. A tooltip when the player first has a reason to care beats a tutorial screen they skipped.
  3. Never explain what can be demonstrated. A level designed so the only path teaches the mechanic beats any amount of text.
  4. Let them play in the first thirty seconds. Logos, menus and cutscenes before any input is the most common self-inflicted wound in indie games.
  5. Make the first goal unmistakable. Players who do not know what they are trying to do read that feeling as boredom.
  6. Reinforce, do not repeat. Show it again in a new context rather than showing the same popup twice.

On Astro Protocol this meant running the tutorial as contextual tooltips layered over live gameplay, with key terms linked so a player could drill into a concept and come straight back, rather than stopping the game to explain a dense 4X ruleset up front.

Navigation, and the menu-tree problem

The most common structural failure is depth. Every extra level a player has to descend costs comprehension, and menu trees grow by accident: each feature adds a screen, nobody ever removes one, and after a year the shop is four levels down. Flattening one, and the separate problem of players getting lost in the world rather than the menus, is in where do I go?.

  • Three levels is a working ceiling for anything a player uses regularly. Deeper needs a very good reason.
  • Back must always mean back. One consistent behaviour, everywhere, on every input. Nothing erodes trust faster than a back button that occasionally exits.
  • Frequency decides position. The thing players do most should be nearest, even if it is not the most important-sounding.
  • Name things as the player would. Internal names leak into interfaces constantly and mean nothing to anyone outside the team.
  • Count the inputs to your most common action. If it takes more than three from the main menu, you have found a redesign worth doing.

Feedback is the UX half of game feel

Game feel is usually discussed as an animation and audio problem. Half of it is UX: the player did something, and the game has to say so, immediately and unambiguously.

Every action needs three answers: did it register, did it work, and what changed. Those are three separate signals and they arrive at different times. The press state answers the first within a frame or two. The result answers the second. The changed number, bar or inventory answers the third. Games that feel unresponsive are almost always missing the first one, which is also the cheapest to add. The timing budget, the layers and the audit are in how a game tells the player it heard them.

The in-gameplay side of this is covered in seven HUD mistakes that make players quit; the same rule applies in menus, where a shop purchase with no acknowledgement produces double-buys and support tickets.

Not all friction is bad

UX in games is not about removing every obstacle. The obstacles are the product. The distinction that matters is where the difficulty lives.

Good frictionBad friction
A boss that demands skillA menu that demands patience
A resource decision with real trade-offsNot knowing what a resource does
A confirmation before deleting a saveA confirmation before every action
Hidden depth for players who lookHidden basics for players who did not
Earning something over timeWaiting through an unskippable animation each time

The test: is the difficulty in the game or in the interface to the game? Difficulty in the game is design. Difficulty in the interface is a tax, and players pay it in goodwill.

How to run a playtest that produces real data

Three playtests will tell you more than any amount of internal debate, but only if they are run properly. The single most common mistake is helping. The full method, from recruiting to the prioritised fix list, is in how to run a playtest that tells you something.

  1. 01

    Find someone who has never seen it

    Not your team, not the friend you have described the game to. Genuine first exposure is the only kind that produces this data, and each person can only give it to you once.

  2. 02

    Give them one sentence and then stop talking

    "Here is the game, play it." Every hint you offer replaces a finding you were about to get. The urge to help is enormous. Resist it.

  3. 03

    Watch their hands and their face, not the screen

    You already know what is on screen. Hesitation, backtracking, repeated presses and the moment they lean back are the data.

  4. 04

    Write down timestamps, not opinions

    "0:40 tried to click the logo", "3:10 asked what the blue bar was". Opinions collected afterwards are unreliable; observed behaviour is not.

  5. 05

    Ask questions only at the end, and open ones

    "What were you trying to do there?" beats "Was the menu clear?", which invites politeness rather than information.

  6. 06

    Fix what two of three people hit

    One person struggling might be them. Two out of three is your design, and it is worth the work.

Signs your game needs UX work now

  • Playtesters ask what to do next, more than once.
  • You find yourself explaining a screen while someone plays.
  • Your tutorial has grown into a wall of text nobody finishes.
  • The menu tree is more than three levels deep anywhere players go often.
  • Reviews or feedback use the words confusing, clunky or unclear.
  • Your team argues about interface decisions without any way to settle it.
  • You added a feature and cannot decide where it goes.
  • Analytics show a drop-off at a specific point and nobody knows why.

Two or more of those is a strong signal. The good news is that UX findings are usually cheap to act on relative to what they save, because they are found before the artwork exists.

What it costs and how long

EngagementTypical costElapsed
Usability review of an existing build$300 – $1,2002 – 5 days
Flow, screen inventory and wireframes$1,200 – $4,0001 – 3 weeks
Onboarding design for a full game$1,500 – $5,0002 – 4 weeks
UX embedded through production$2,500 – $6,000 / monthOngoing

A review is the highest-value first purchase for most teams: it is cheap, it is fast, and it tells you whether the rest of the work is needed at all. Full ranges across every kind of interface work are in what game UI/UX design actually costs.

What is the difference between game UI and game UX?

UI is what the interface looks like: type, colour, components, states. UX is what happens: what the player is trying to do, what they need to know, in what order, and what goes wrong. Most projects need both, and the UX half is usually where the commercial damage happens when it is skipped.

Do small indie games need UX design?

They need UX thinking, which is not the same as hiring for it. Counting your screens honestly, drawing the flow, and watching three strangers play costs nothing and catches most of it. Paid help pays for itself once systems get complex or when a drop-off is costing you players.

Can the same person do UI and UX?

Yes, and on teams under about fifteen people that is usually the right hire. Splitting the two across separate freelancers works in a studio with a design lead holding them together, and badly without one.

How do I measure whether UX work paid off?

Time to first meaningful action, completion rate through the tutorial, drop-off at specific screens, and how often players ask what to do. Even without analytics, timing three playtesters before and after gives you a real number.

When in development should UX work start?

As soon as the core loop is playable and before menus are built. Flow decisions are cheap at that point and expensive later. Systems screens should wait until their rules are settled.

Is UX just wireframes?

Wireframes are the most visible artefact, not the work. The work is the screen inventory, the flow, the hierarchy decisions, the onboarding plan and the usability findings. Wireframes are where those decisions become reviewable.

How many playtesters do I need?

Five people will surface the large majority of usability problems, and three will surface most of the severe ones. The constraint is that each person only has one first impression, so spend them deliberately rather than all at once.

My players say the game is boring. Is that a UX problem?

Often, yes. Boredom in the first ten minutes usually means the player has not understood the goal yet, so nothing they are doing feels meaningful. That is an onboarding and clarity problem before it is a game design problem.

What does a UX review actually give me?

A prioritised list of observed problems with specific fixes, usually from watching real sessions plus a structured pass over the flow. Typically $300 to $1,200 and a few days, and it often makes the case for or against a larger piece of work.

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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Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

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