The Indie Game UX Playbook: 10 Essential questions answered

Let’s tackle the ten most critical questions facing indie devs today, moving beyond basic button styling to help you design a game that feels as good to play and looks good.

1. How do I build a Game UX portfolio without a finished game?

You don't have a shipped game to prove you can design for players; you need to demonstrate your "Player-Centric" thinking by doing deep-dive case studies Or a redesigne inventory system using Figma to build high-fidelity interactive prototypes that hiring managers can actually "play" to see your logic in action. Or even better a build of the game that can be downloaded and played.

2. Why does my UI feel "mobile" even when it’s for console?

The "10-foot UI" (for TVs) requires a completely different density and navigation logic compared to the "2-inch UI" (for mobile). Mobile UI relies on high-density touch targets and gestures, whereas console UI must account for "Safe Zones," larger font sizes for distance viewing, and "Focus-Based" navigation where a cursor or highlight moves between elements. If your console game feels like an app, you likely haven't accounted for the visual hierarchy required for large-screen readability.

3. How do I stop "Scope Creep" in my game’s UI?

Indie devs often fall into the trap of over-designing menus before the core gameplay loop is even fun. The secret is building an MVP UI Kit—the bare minimum screens (Main Menu, HUD, Pause/Settings, Game Over) required to test the game. By using a "Component-First" approach in Figma, you can iterate on the functionality of these screens without wasting weeks on pixel-perfect art that might get cut when a mechanic changes.

4. How can I design a HUD that doesn't clutter the screen?

Modern players crave immersion, which has led to the rise of "Diegetic" and "Meta" UI—elements that exist within the game world (like a holographic map on a character’s wrist) rather than flat icons on the glass. To avoid clutter, use Progressive Disclosure: only show information when it is relevant. For example, show the ammo count only when the player is aiming or low on bullets, keeping the screen clean during exploration.

5. How do I design UX for AI-driven NPCs and Procedural Content?

As AI NPCs become standard in 2026, the UX challenge shifts from "static menus" to "intent communication." Players need clear, non-intrusive cues to understand what an autonomous agent is doing—are they hunting, retreating, or assisting? Using multimodal interfaces—combining subtle audio cues with "Status Icons" that appear only when you look at an NPC—ensures the player feels in control of the chaos.

6. What is the best way to pivot from SaaS/Web UX to Game UX?

The biggest hurdle is unlearning "Efficiency." In SaaS, you want to remove all friction; in Games, you often want to add "Good Friction" (challenge). When pivoting, focus your portfolio on Player Archetypes rather than User Personas. Show that you understand how a "competitive" player’s needs differ from a "social" player’s needs within the same UI system.

7. How do I make my game accessible without a huge budget?

Accessibility is no longer a "bonus"—it's a requirement for global distribution in 2026. For indies, this starts with the "Big Three": Subtitles, Remappable Controls, and High Contrast. Use the "POUR" principle (Perceivable, Operable, Understandable, Robust) to audit your game. Simple fixes like adding "Shape Indicators" to color-coded health bars (e.g., a cross for health, a shield for armor) can make your game playable for the 15% of gamers with disabilities.

8. How do I hand off Figma designs to Unity or Unreal?

The "Figma-to-Engine" gap is where most performance issues begin. In 2026, the best practice is to use Design Systemswith strict naming conventions (e.g., Btn_Primary_Hover) and organized "Slices." Using plugins that export directly to Unity’s UI Toolkit or Unreal’s UMG can save hundreds of hours of manual recreation. Always document your "State Machines" (what happens when a button is clicked) to ensure the developer doesn't have to guess.

9. How can I playtest my game on a zero-dollar budget?

You don't need a lab; you need a Discord. Use "Guerilla Testing" by asking members of your community to play a build while screen-sharing their first 15 minutes. Watch where they hesitate—don't explain the game to them. In 2026, remote playtesting platforms allow you to recruit specific "Player Niches" for free or low-cost in exchange for "Beta Access" or in-game credits.

10. How do I design ethical monetization (Battle Passes/Loot Boxes)?

In 2026, players are revolting against "Predatory UX." Ethical monetization is about Transparency and Choice. Ensure that "Odds" for loot boxes are clearly visible in the UI and that Battle Passes show the "Time to Complete" so players know if they can realistically earn the rewards. Designing for "User Loyalty" over "Short-term Profit" is proven to increase the Long-term Value (LTV) of indie games.

Conclusion

Mastering Game UX isn't about following a rigid checklist; it’s about understanding the delicate balance between challenge and usability. Whether you are building an indie passion project or transitioning into a professional studio, the goal remains the same: ensuring the player’s experience matches your creative intent. And of course, playlets, playlets, playlets.

Abdi Jama