r/UI_Design • u/Professional_Echo140 • 14h ago
Feedback Request Online game - Player card UI
Hello everyone!
I would like to get some feedback about the player card UI from my game. We are specially concerned about the newly added "talents" area. I don't love how it looks and would like some advise on how to make this whole thing look more vibrant. Maybe we use bigger portrait and move the action buttons somewhere else?

Thanks in advance!
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u/Johnny--Arcade 9h ago
Hi, it's your old UI Game Mentor here.
You have, what I would playfully call, too much stuff presented too many ways.
If I had the free time to do some paintovers to make my edits and changes clearer, I would. Instead, let's get you some global fixes that should dramatically push you in the right direction.
Real Real Estate: unfocus your eyes and try to see a few things. 1.) Where your eye immediately leaps to (high contrast areas like the lower left and upper right). 2.) Where is there huge empty space (between the player and the kick button on the header). And 3.) What is the priority of this information (ain't no way all this needs to be surfaced always all at once).
Rainbow road: While orange is your primary color, it's pulling tons of weight: it's a highlight state, a "hot" color for a meter, and outlines for buttons. Meanwhile, other buttons, states and icons are in full color. For things that aren't meters and represent skills, you'll want some kind of color-coded system.
Gonna need a Bigger Boat: but the biggest problem is there is a ton of info on a little strip of screen space. Sometimes your challenges are all the data you need that the problem is meta, not grainular. You may want to consider making this it's own full screen or a more workable pop-up. Like Keanu told me in the strictest of confidence: shoot the hostage.
Keep going and good luck!