Game UI services

Case study · Concept · 2026

Choose your role. Enter with confidence.

Vanguard takes an atmospheric medieval class-selection screen and rebuilds it as a complete preparation journey: understand the role, compare the loadout, deploy. Critique, flow, screens and a working prototype.

ScopeUX critique · flow · UI · prototype
Built withReact, separate scene and equipment assets
StatusPortfolio study, AI-assisted visuals
InputKeyboard-only path planned and tested

01 / The starting point

A strong world.
An unclear decision.

The older concept has real atmosphere: steel, smoke and heraldry. The information behind the choice is where it struggles.

The original medieval class-selection concept, with repeated ratings of nine and unlabelled equipment cards
The starting concept. Original date and production context unconfirmed.
  1. 01
    Ratings without a scale

    Every stat reads “9”. Nothing says out of what, or what a point is worth.

  2. 02
    Rank dressed as a stat

    Class rank sits beside combat attributes and looks like one of them.

  3. 03
    Unnamed equipment

    Cards show items but not their names, and equipped looks the same as selected.

  4. 04
    “Fight” hides the next step

    The button does not say whether it confirms, queues or deploys.

These are observations from a design critique, not findings from user testing.

02 / The flow

Four questions
the player asks.

Each step answers one question and names the next action. Then the paths that usually get forgotten: cancel, locked, and failure.

  1. 01

    Read the starting point

    “What does the original communicate?”

    Strong character and faction imagery carry the world. Repeated numbers and unnamed equipment leave the interpretation to the player.

  2. 02

    Understand the role

    “Does this class fit how I want to play?”

    Relative trait labels and named, equipped items support a one-line role description.

  3. 03

    Compare and equip

    “What changes if I choose the poleaxe?”

    Equipped, Preview and Locked are three distinct, named states. Cancel keeps the halberd.

  4. 04

    Review and deploy

    “What am I joining with?”

    Team, class, loadout and mode in one place. Deploy is the explicit join action.

Equip and join

Class → loadout → preview → equip → review → deploy → joining → joined

Keep current

Preview poleaxe → cancel → halberd retained → review → deploy

Locked weapon

Inspect glaive → rank requirement → return → equipped item unchanged

Join fails

Deploy → joining → failure → selection retained → retry or return

03 / The screens

Keep the atmosphere.
Clarify the choice.

Three companion screens in the same visual language. Weapon traits and unlock rules are illustrative design content, not balance values.

Class selection with a knight, a role statement, three relative traits and the current loadout

01 / Class selection

Explain the role before the numbers.

Reach, mobility and protection describe the class trade-off. A short role statement helps newcomers, and named equipment with Equipped labels establishes the current state. Review Loadout says what happens next.

Loadout screen comparing three polearms with equipped, preview and locked states

02 / Loadout comparison

Inspect freely. Equip deliberately.

The current halberd, the previewed poleaxe and the locked glaive use explicit text states. Side-by-side traits explain what changes. Equip Poleaxe commits; Cancel Preview keeps the halberd. The lock explains its rank requirement.

Deployment review with team, class, loadout and a Deploy button

03 / Deployment review

One last check before the battle.

Team, class, equipment and match context come together. “Loadout updated” confirms the earlier change, Edit Loadout is the way back, and Deploy is the only join action.

04 / The build

Not a mock-up.
A working flow.

The same journey as a React prototype: preview and cancel, locked items, equip, review, deploy, and recovery when joining fails.

Runs from Remi’s portfolio. Open it full screen ↗

05 / How we would prove it

A test plan,
not a claim.

No outcomes are claimed for a study. This is the moderated test we would run with five or six players of mixed genre familiarity before implementation.

Recorded: wrong-state interpretations, accidental commitments, completion without prompting, and whether selections survive recovery. Then focus visibility, reading order, contrast and living-room readability.

Your flow next

Show us the screen
players get stuck on.

Send a screenshot or a build. You get the same treatment: critique, flow, screens, and a version that runs.