Game interface lab · Lublin

Your game is good. Your interface is getting in the way.

UXHaven is a UX/UI lab that works on one thing: game interfaces. We study how players read your HUD, menus and inventory, then hand you a clear plan to make them understood at a glance.

  • Written report + annotated screens
  • Prioritized by impact
  • No source code required
Abstract wireframe of a game HUD with thin indigo lines and floating panels marked up for a UI audit
1 Health & ammo readable in 0.3s 2 Menu depth cut to two taps 3 Inventory grid re-grouped
What we do

Four surfaces where players quietly get lost.

Most games don't lose players at the fight — they lose them at the screen before it. We focus where confusion hides.

01

HUD & combat readout

Health, resources, cooldowns, objectives — everything the player checks mid-action. We measure how fast the eye finds each value and cut the noise that costs a reaction.

HierarchyGlance timeContrast
02

Menus & settings

Pause screens, options, key rebinding, save flows. We flatten deep trees, name things the way players think, and make the "where is that toggle" question disappear.

NavigationLabellingDepth
03

Inventory & systems

Grids, crafting, loadouts, skill trees. When a game has a lot of stuff, the interface is the game. We group, sort and label so managing gear feels like play, not paperwork.

GroupingDensityFeedback
04

Onboarding & first hour

The opening minutes decide who stays. We map where new players stall, replace wall-of-text tutorials with in-context teaching, and get people to their first real decision faster.

TeachingPacingRetention
The method

Research, prototype, test, deliver.

No taste debates, no "we'd move this here." Every recommendation is traced back to something we watched a player struggle with. That's the whole discipline.

  • Research
  • Prototype
  • Test
  • Deliver
Step one

Research

We play the build the way your players do and record it. Then we run a heuristic pass against how people actually read screens — scan order, grouping, contrast, load. We watch, we don't guess.

Session recordingsHeuristic pass
Step two

Prototype

For the parts that need more than a nudge, we build clickable alternatives — often two or three directions, not one precious mock. Cheap to make, cheap to reject, so the good idea can win.

Clickable flowsA / B directions
Step three

Test

We put the prototypes in front of people who match your audience and give them real tasks: find the map, equip the better weapon, change the controls. Where they hesitate is where the design still fails.

Task testingTime-on-task
Step four

Deliver

You get a written report, annotated screens and a ranked backlog your team can pull straight into a sprint. No 80-slide deck nobody opens — the shortest thing that gets it fixed.

ReportRanked backlog
Case studies

Before and after, on real screens.

Two anonymised examples from studios we've worked with. Same game, same content — the interface just stopped fighting the player.

Survival crafting game · inventory rework

−41% time to equip
Before
Dense cluttered game inventory HUD mockup with slots packed edge to edge before the UI audit

One flat grid of everything

Weapons, food and crafting parts shared a single 60-slot grid. Players scrolled to find gear mid-raid and died holding the wrong item.

After
Clean grouped and tabbed inventory layout mockup with generous spacing after the UI redesign

Grouped, sorted, tabbed

We split the grid into tabbed categories with a fixed quick-bar. Equipping the right tool dropped from a scroll-hunt to a single, predictable move.

Strategy game · onboarding & menus

+27% reached turn 5
Before
Dense strategy game tutorial and menu screen mockup crowded with popups before the interface redesign

Tutorial wall, buried options

Nine tooltip pop-ups fired in the first minute, and the difficulty toggle sat four screens deep. New players bounced before their first real turn.

After
Clean simplified game onboarding and settings screen mockup with options up front after the redesign

Teach in context, options up front

We replaced the pop-up wall with hints tied to the action, and lifted the key settings to the first screen. More players stayed long enough to get hooked.

What you get

Everything your team needs to act — nothing they have to decode.

Report

A written audit, plain and short

Ten to fifteen pages, not a hundred. Each finding says what's wrong, why it costs the player, and what to do — in the order that matters.

  • Severity and effort rating on every issue
  • Screenshots tied to each point, so nobody argues about which screen
  • A one-page summary your producer can read in five minutes
Annotated screens

Your interface, marked up

We take your actual screens and pin every problem to the exact element — the way we mark up the mock at the top of this page. No abstraction, no translation needed.

  • Numbered callouts linked to the report
  • Before/after overlays where we propose a change
  • Exported as images your team drops into the tracker
Redesign plan

Directions, ranked

For the parts that need real work, two or three redesign directions with the trade-offs spelled out — so you're choosing between clear options, not staring at a blank page.

  • Prioritized backlog you can paste into a sprint
  • Quick wins separated from bigger rebuilds
  • Optional follow-up sprint if you want us to build it
In their words

What studio leads say after the audit.

Two producers who commissioned a Game UI Audit — on what actually changed once the interface stopped getting in the way.

We shipped three updates trying to fix our quest log ourselves and players still missed it. The audit found the real problem in an afternoon — it wasn't the log, it was where the eye landed first. After the regroup, players stopped missing the quest log entirely, and our "where do I go" support tickets dropped by a third.

1 Illustrated flat portrait of Marta Kowalczyk, executive producer Marta Kowalczyk Executive Producer · Nightfold Studio

What sold me was that nothing was a matter of taste — every note traced back to a clip of a real player hesitating. The ranked backlog dropped straight into our sprint board, no translation needed. Two of the quick wins took an afternoon each and cut time-to-equip on the crafting screen almost in half.

2 Illustrated flat portrait of Julien Brandt, studio lead Julien Brandt Studio Lead · Ember & Oak Games
Illustrated flat portrait of Priya Anand, design director

3 "The one-page summary is what got the whole team to actually read it." — Priya Anand, Design Director · Copperlight Interactive

Pricing

One fixed-price audit. One optional sprint.

No hourly meter, no surprise scope. You know the number before we start.

Start here

Game UI Audit

1 200 zł fixed, per game

A full heuristic review of your interface, delivered in about ten working days.

  • Playthrough + heuristic pass across HUD, menus, inventory and onboarding
  • Written report with severity and effort ratings
  • Annotated screens, tied point-by-point to the report
  • Two or three prioritized redesign directions
  • A 45-minute call to walk your team through it
Book a UI audit
Follow-up

Redesign Sprint

from 5 400 zł 2–3 weeks

When you want us to design the fixes, not just point at them. Booked after an audit.

  • Full redesign of the screens the audit flagged
  • Clickable prototype, tested with real players
  • Handoff-ready specs and assets for your engineers
  • One revision round baked in
Ask about a sprint

Prices are in Polish złoty (zł), excluding VAT. Larger titles are quoted after a short scoping call — no obligation.

FAQ

The questions studios ask first.

What exactly do I get from a Game UI Audit?

A written report, a set of annotated screens marking every issue, a prioritized list of fixes ranked by impact and effort, and two or three redesign directions for the parts that need more than a patch. Plus a call to walk your team through all of it.

Do you need our source code or engine access?

No. We work from a build or a screen recording plus your interface screens. If you can play it, we can audit it. Engine or repo access only comes up if you take the follow-up redesign sprint and want us to help with handoff.

How long does it take?

Roughly ten working days from the moment we have a playable build in hand. If you add the redesign sprint, that runs another two to three weeks depending on how many screens are in scope.

Which genres and platforms do you cover?

Anything with a screen the player has to read — RPGs, strategy, survival, roguelikes, sims — on PC, console or mobile. Inventory-heavy and systems-heavy games are exactly where an interface lab earns its keep.

We're pre-launch and nervous about NDAs.

That's the normal case. We sign your NDA before we see a single screen, keep builds off shared drives, and never show work in public without written sign-off. The case studies on this page are anonymised for that reason.

Book a UI audit

Tell us about your game.

Send the basics and we'll reply within one working day with next steps and a slot. No payment on this form — we invoice once scope is agreed.

  • A Fixed price, fixed timeline — you approve both before we begin.
  • B We start from a build or recording; no code needed.
  • C Questions first? Write to [email protected].
Abstract indigo UI wireframe strip with faint hairline grid and thin measurement lines

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