Deadzone: Extraction
A tactical mobile extraction shooter demanding high-stakes decision-making with ergonomic, systemic UI
Role: Game UI/UX Designer · Timeline: 6 months · Team: 5 people · Platform: Mobile (iOS / Android)
Mobile UI, Hardcore Shooter, Extraction RPG, Systems Design
Overview
A tactical mobile extraction shooter demanding high-stakes decision-making. The UI focuses on cognitive load reduction, ergonomic thumb-zones, and systemic inventory management in a gritty, dark-industrial setting.
The Challenge
Adapting hardcore PC extraction shooter mechanics—like spatial grid inventories and granular zonal health—for mobile screens. Players needed to manage complex tetris-style looting under extreme stress, without the UI blocking their field of view or requiring unnatural finger stretches. The interface had to be deeply systemic but instantly readable in dark, gritty environments.
The Solution
Developed a modular, high-contrast UI utilizing a minimalist cyan line-art design system to ensure absolute visibility. Separated core combat actions from deep inventory management by utilizing contextual pop-ups, gesture-based Drag & Drop mechanics, and strictly defined ergonomic thumb-zones for rapid “Take All” looting.
Results
The mobile-first inventory approach streamlined the looting flow, reducing the time players spent exposed to enemy fire. The split-screen Drag & Drop mechanics and ergonomic HUD layout successfully condensed complex PC-level mechanics into an intuitive mobile experience, ensuring players fight the enemies, not the interface.
Key Takeaways
- Ergonomics Over Aesthetics — In high-stress mobile games, placing critical actions in natural thumb arcs saves virtual lives. A beautiful button is useless if the player can’t reach it during a firefight.
- Deliberate Color Coding — Reserving red strictly for critical danger (damage, alerts) and bright cyan for interaction/information ensures immediate player comprehension without reading text.
- Systemic Design Scales — Building a unified grid logic and component system early allows for seamless transitions between fast-paced combat looting and deep base stash management.
Deliverables: UX Flows, Combat HUD, Complex Inventory System, Interactive Prototypes, Design System
Gallery
- Loading & Splash Screens (2 images)
- Main Screen (1 image)
- In-Raid Combat HUD (2 images)
- Dynamic Looting System (4 images)
- The Stash & Loadout (2 images)