Skip to content
← All projectsPersonal Work // Game UI Studies

Game UI Kits

Game UI explorations and kits: Zelda: Breath of the Wild, Satisfactory, and Raid Rush. The Zelda kit was featured on the Figma community homepage.

View on Figma →
RoleSolo Designer
DisciplineUI Design · Visual Systems
ToolsFigma
FormatUI Kits · HUD · Menus
Zelda, Satisfactory and Raid Rush UI kits in Figma
Why games

UI is loudest in games.

Game UI lives in the hardest spot in design: it has to communicate fast, sit inside a living world, and never break the spell. These are personal studies of three very different games, rebuilt in Figma to understand how each one solves that problem.

Each kit is a complete component library (type, color, iconography, HUD states, menu flows) published on my Figma community profile for anyone to fork or learn from.

Nintendo Switch

Zelda Breath of the Wild

A study of one of the most quietly confident UI systems ever shipped: restrained color, generous negative space, and iconography that feels carved rather than drawn. The kit covers the pause menu, inventory, map, runes, and shrine UI.

PC

Satisfactory

A factory-builder lives or dies by its UI: players spend hours inside menus, build trees, and production graphs. This kit reconstructs Satisfactory’s industrial, schematic-style interface: build menus, the MAM tree, AWESOME shop, and HUD readouts.

Mobile

Raid Rush

A mobile RPG UI kit: character screens, gear loadouts, raid queues, and the relentless economy of menus that mobile games run on. Built as a complete component set so the visual language stays consistent across every surface.

Want the files?

Every kit is published on my Figma community profile, free to duplicate, fork, or rip apart for your own work.