13/07/2026 10 minutos de leituraPor Rafael

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UI and UX are, without a doubt, two of the most underestimated elements in game development.

And that oversight comes at a steep price.

It is not uncommon to see talented teams, with incredible mechanics and flawless art, delivering an experience that frustrates the player within the first few minutes. The reason is almost always the same: the interface was left for the end, treated as a cosmetic detail, as if it were just a coat of paint on something already finished.

But that is not how it works.

The player experience begins long before the player enters the first level. It begins at the menu. At the tutorial. At the first button they try to press without understanding what will happen.

A poorly executed onboarding is one of the most silent mistakes in game development, precisely because nobody notices the problem during production. Everyone is focused on the mechanics, the level design, the art. The interface gets pushed to later. And when later arrives, it is already too late to iterate calmly. The result shows up in retention numbers, negative reviews, and support reports.

The good news is that this is an avoidable mistake. And understanding why it happens is the first step to breaking the cycle. 🎮

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The Interface Is Not Decoration

One of the biggest misconceptions in game development is treating UI as if it were merely the visual layer of the game. That HUD with the health bar, the minimap, the ability icons. It looks simple, it looks cosmetic, but in practice it is much more than that. The interface is the communication channel between the game and the player. It is through the interface that the system delivers critical information, signals danger, confirms actions, and guides decisions in real time. When that channel fails, the player does not understand what is happening, and the experience starts crumbling from the inside, even if the game is technically brilliant on the outside.

UX, on the other hand, goes beyond the visual layer. It covers the entire player journey within the product, from the first contact with the title screen to the moment they decide to close the game for the last time. This includes how menus are organized, the clarity of instructions, controller response time, the audio and visual feedback for every action, and even the sense of progression the player carries throughout their sessions. It is a complex, interconnected system that needs to be considered from the very start of the project, not tacked on in a rush during the final sprint.

When UI and UX are treated as secondary priorities, what appears on screen might look great, but the player will feel that something is off. They will feel resistance. They will struggle to find what they need, get confused by ambiguous feedback, and give up on learning mechanics that could have been incredible if they had been communicated clearly. This invisible friction is one of the main reasons players abandon titles within the first few hours, and the retention data from nearly every launch confirms this pretty directly.

Why the Interface Touches Every Area of the Project

Something a lot of people forget is that UI does not belong to a single discipline. It cuts across the entire project. Designers need well-defined interaction models. Programmers need solid state management and an input flow that does not freeze or produce strange behaviors. Artists need to build a readable visual hierarchy that guides the eye effortlessly. And producers need to set aside enough time in the schedule to iterate, instead of locking screens down too early and paying the price later.

When any of these pieces gets plugged in at the last minute, the cost shows up as rework. And rework in game production is always more expensive than planning ahead. What could have been resolved with a conversation between design and programming early on turns into a chronic bug near launch, the kind nobody can consistently reproduce and that eats up weeks of the team’s time.

Onboarding: The First Contact Sets the Tone

Onboarding is, technically, the process through which a new player learns how to interact with the game. But in practice, it is far more than a tutorial. It is the first impression the product makes. It is the moment when the player decides, often unconsciously, whether they are going to keep investing time in that experience or not. A well-built onboarding does not need to be long, elaborate, or packed with explanatory screens. It needs to be seamless. It needs to make the player feel like they are learning without realizing they are being taught, and that difference completely changes the emotional relationship they will build with the game.

The most common mistakes at this stage are surprisingly predictable. The first one is information overload right out of the gate. Development teams, who already know the game inside and out, tend to underestimate the learning curve for a new player. The result is a tutorial that dumps mechanics, controls, systems, and rules in sequence before the player has had any emotional connection with the game world. This creates a massive cognitive barrier, because the player does not yet have a reason to care about that information. They are not engaged yet. They are just trying to survive the flood of instructions.

The second classic mistake is a tutorial completely separate from the game itself. That special mode, isolated, artificial, that teaches mechanics outside of any narrative or emotional context. The player learns the buttons, learns the rules, but learns them in a vacuum. No tension, no purpose, no sense that any of it matters. The best onboarding examples on the market today do exactly the opposite: they integrate learning into the experience, let the player discover mechanics through exploration, and use the game environment itself as the teacher. This is not just more effective, it is genuinely more fun. 🕹️

The First Five Minutes Matter More Than You Think

There is a hard truth in today’s market: in a landscape overflowing with options, friction in the first five minutes causes more damage than a missing feature buried deep in the game. The player who cannot figure out how to get started simply never reaches the brilliant parts the team spent months building. They quit before that. And all that gameplay depth that nobody had the patience to discover becomes wasted effort.

That is why validating whether a player can understand the game without the developer’s context is one of the most valuable practices a team can adopt. Putting someone from outside, someone who has never seen the project, in front of the game and watching in silence reveals problems the team would never spot on their own. Where does the person hesitate? Where do they click the wrong thing? What do they try to do that the game does not allow? Those answers are worth gold.

UI Mistakes That Fly Under the Radar During Production

Within the game development cycle, some UI mistakes are so common they almost seem inevitable. One of the most frequent is the lack of visual hierarchy on screens. When every element carries the same visual weight, the player does not know where to look first. The eye cannot find a natural path, and decision-making becomes slower and more exhausting than it should be. This seems like a small detail, but it compounds over hours of gameplay and creates a fatigue the player will have a hard time naming. They will just know they are tired, that the game feels heavy, that they are not enjoying it as much as they expected.

Another recurring issue is the use of icons without enough context. Art teams love creating stylized, thematic icons that are consistent with the game’s visual universe. And that is great, it is part of the product’s identity. But when those icons are used in functional interfaces without labels, without tooltips, without any indication of what they represent, the player gets lost. They have to guess what each symbol means, and guessing is the last thing you want them doing when they should be playing. Visual consistency needs to go hand in hand with functional clarity, and that balance rarely shows up in projects that did not have a UX designer involved from the start.

There is also the problem of missing or insufficient feedback. When a player performs an action and does not receive a clear confirmation that the action was registered, they lose trust in the system. They start pressing the button twice, start questioning whether the click went through, start doubting the controls. This behavior is a clear sign that the UI is failing at basic communication. Visual, audio, and even haptic feedback are powerful tools that many projects neglect, especially during mid-stage development, when the focus is still on systems rather than the response those systems deliver to the user.

Tools we use daily

Here are some of the most frequent slip-ups that show up in usability reviews:

  • Screens locked down too early, with no room for adjustments after the first tests with real players.
  • Inconsistent navigation flow, with buttons that change function from one screen to another.
  • Too much text, when a clear icon or an animation would have done a better job.
  • Missing intermediate states, like loading, error, or confirmation screens, that leave the player in the dark.

UX as a Core System, Not a Finishing Touch

For experienced teams, the lesson is not about making prettier menus. It is about treating UX as a core system in the game, at the same level of importance as combat, physics, or narrative. That means setting aside schedule time for dedicated usability passes, prototyping navigation early in the project, and testing early, with people from outside the team, to see whether the game explains itself.

The interface is not just presentation. It is part of the game’s design language. When the team understands this and brings UI into the production plan from day one, the result tends to be a cleaner onboarding, better retention, and far less last-minute scrambling. Teams that ignore this principle end up paying the bill later, with bug fixes, rising support tickets, and frustration that spreads fast through reviews.

Player Experience Goes Beyond Gameplay

Talking about player experience means talking about how the player feels at every moment of their interaction with the game, and not just during the active parts where there is combat, exploration, or puzzle-solving. The experience also happens during downtime, in inventory menus, on loading screens, in save and continue flows, in achievement notifications. Each of these touchpoints is an opportunity to either reinforce or weaken the relationship between the player and the product. Teams that understand this treat UX as a layer that runs through everything, not as a set of secondary screens that someone will deal with later.

The player experience is also deeply affected by consistency. When a game presents interaction patterns that change from one screen to another, the player has to constantly relearn behaviors. A button that confirms actions on one screen cancels on another. A gesture that advances dialogue in one scene does not work the same way in another. These inconsistencies seem minor in isolation, but the cumulative effect is devastating for the sense of control and fluidity that any good experience needs to convey. Interaction consistency is one of the UX pillars that most impacts the perception of quality, even if the player can never quite articulate exactly why.

At the end of the day, what separates a game with a great player experience from one that frustrates is attention. Attention to the details of how the player will interact with every screen, every menu, every interface element. Attention to the flow of information reaching them and the pace at which that flow happens. Attention to onboarding, which needs to be thought of as part of the game design rather than an obligation to get out of the way before the real game begins. Teams that put UI and UX at the center of their decisions from the start of the project do not just deliver better products. They deliver experiences that players recommend, that retain, that build community. And in today’s market, that is worth far more than any innovative mechanic that nobody can figure out how to use. 🎯

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Rafael

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