Strategy Game — Command Interface
Game UI/UX

Strategy Game — Command Interface

Average actions-per-minute up 28%

RoleUI/UX Designer
TimelineJun – Sep 2024
ToolsFigma, Unreal Engine, Miro, PlaytestCloud
Team1 Designer, 5 Engineers, 1 Creative Director
Challenge

Players managing 50+ units needed to issue commands quickly without losing situational awareness or pausing the game.

Solution

A radial command wheel with contextual grouping, quick-cast hotkeys, and a minimal HUD that surfaces only relevant info per unit type.

Impact

28% increase in average APM, 40% fewer mis-commands in playtests, and players reported feeling 'in control' for the first time.

My Role

Led UI/UX design. Ran playtests, designed the radial menu system, and iterated based on input heatmaps and player feedback.


The Problem

The existing command system used nested dropdown menus that required 3-4 clicks per action. In a real-time game where milliseconds matter, players were either pausing constantly or making errors because the UI couldn't keep up with their intent.

"By the time I find the right command in the menu, my units are already dead." — Playtest participant

Research & Discovery

I analysed input telemetry from 2,000 play sessions, identifying that 80% of all commands came from just 6 actions. The remaining 20% were situational and could be contextually surfaced. I also benchmarked radial menus in 5 competitive RTS titles.

2,000Sessions analysed
80%Commands from 6 actions
5RTS titles benchmarked

Design Process

The radial wheel puts the 6 core commands at thumb-distance from the cursor. Context-aware segments appear based on unit type — infantry see different options than vehicles. I tested 3 radial layouts with 8 players each, measuring command speed and error rate.

Original nested dropdown menu
Before: Nested menus
Radial command wheel
After: Radial wheel

Final Solution

The final system combines a radial wheel for mouse users, quick-cast hotkeys for keyboard players, and a minimal unit-type HUD that only shows relevant stats. The result feels fast, fluid, and intuitive regardless of input method.

Final command interface in gameplay

Results

+28%Actions per minute
-40%Mis-commands
92%Preferred new UI

Post-implementation playtests showed players executing strategies faster and with more confidence. The most telling metric: players stopped pausing the game to issue commands.

Reflection

Radial menus are deceptively hard to get right — the angle, segment size, and dead zone all affect usability dramatically. The breakthrough was context-aware segments that reduce cognitive load by only showing what's relevant to the selected unit type.