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

Deliverables: UX Flows, Combat HUD, Complex Inventory System, Interactive Prototypes, Design System

Gallery

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