←All ProjectsView on Behance ↗UI/UX Concept — Mobile RPG
The project was structured around two player goals — Quickly Equip and Start, and Maximise Rewards — directly undermined by two endemic RPG pain points: overly complicated UIs and unclear gear selection. The design had to solve both goals for the same player in the same interface, without stripping out the depth that RPG players expect.
I split the work into two focused blocks. The UI section (01) defined the full visual system: purple/neon colour palette, character in the hub world, item cards, rarity indicators. The UX section (02) tackled the flows — inventory journey, equip decision tree, reward path — using wireframes and screen maps to ensure both player goals could be completed without backtracking or confusion.
Built the visual identity: purple/neon palette, character design integration into hub screens, item card components, rarity system, and full screen compositions for the main game surfaces.
Mapped the full player journey from dungeon entry through gear selection to combat start. Identified and removed friction at each decision point.
Designed the inventory, equipment comparison, and merchant screens with inline stat comparison to eliminate the back-and-forth between panels that creates confusion in most RPG UIs.
Packaged both UI and UX sections into a structured Behance case study, showing the full journey from visual identity to validated user flows.
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