RPG Inventory System Redesign
Game UI/UX

RPG Inventory System Redesign

Time spent in inventory reduced by 35%

RoleUI/UX Designer
TimelineOct – Dec 2024
ToolsFigma, Unity, Maze, Miro
Team1 Designer, 3 Engineers, 1 Game Director
Challenge

Players spent an average of 22% of total play time in the inventory screen, reporting it felt like 'homework' rather than part of the game.

Solution

A visual, drag-and-drop inventory with smart sorting, equipment preview, and contextual item comparison — designed to feel tactile and fast.

Impact

35% reduction in time spent managing inventory. Players described the new system as 'satisfying' rather than 'necessary'.

My Role

Sole designer. Conducted player interviews, designed all UI, and collaborated with engineers on drag-and-drop implementation.


The Problem

The original inventory was a text-heavy spreadsheet-style list. Players couldn't quickly compare items, had no visual preview of equipment, and sorting required multiple menu interactions. The result: players avoided looting entirely or spent frustrating minutes managing gear after every encounter.

"I dread opening my inventory. It kills the flow every time." — Player survey response

Research & Discovery

I surveyed 150 active players and ran 6 moderated sessions watching people manage their inventory in real time. The data showed three core pain points: no visual hierarchy between item rarities, no quick-compare for equipment, and a sort system that reset every time the inventory was closed.

150Players surveyed
6Moderated sessions
22%Play time in inventory

Design Process

I moved from a list view to a grid with visual item cards. Each card shows the item icon, rarity border colour, and key stat at a glance. Hovering triggers an inline comparison panel against currently equipped gear. Drag-and-drop sorting with persistent preferences completed the picture.

Original text-list inventory
Before: Text list
Visual grid inventory
After: Visual grid

Final Solution

The final inventory features a responsive grid layout, colour-coded rarity borders, one-tap equip, side-by-side stat comparison, and smart auto-sort that remembers player preferences. The character model updates in real-time as gear is equipped.

Final inventory design with equipment preview

Results

-35%Time in inventory
+47%Items looted per session
4.5/5Satisfaction rating

Players started engaging with loot again. The looting rate per session jumped 47% because managing items was no longer a punishment. Multiple players described the new inventory as 'one of the best parts of the game'.

Reflection

The biggest insight was that inventory management is gameplay, not a break from it. When you treat it as a design problem worth solving — with the same care you'd give combat or movement — players notice and engage. I'd love to explore haptic feedback on mobile for the drag-and-drop interactions next.