RPG Inventory System Redesign
Time spent in inventory reduced by 35%
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.
A visual, drag-and-drop inventory with smart sorting, equipment preview, and contextual item comparison — designed to feel tactile and fast.
35% reduction in time spent managing inventory. Players described the new system as 'satisfying' rather than 'necessary'.
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.
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.
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.
Results
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.