STAR CITIZEN CONCEPTS

STAR CITIZEN CONCEPTS

(SCOPE)

UI/UX

Figma

3D

Star Citizen is a highly complex game with a steep learning curve. Its interface can be cumbersome to navigate, even for veteran players—a concern frequently raised by the community on platforms such as Reddit, X, and RSI Spectrum. Having played and followed the project for over a decade, I recently began creating interface concepts for fun. Below is an inventory redesign that I created entirely in Figma and that received an enthusiastic response from the Reddit community. I also included some 3D renders of a small space ship concept I made in Blender

Star Citizen is a highly complex game with a steep learning curve. Its interface can be cumbersome to navigate, even for veteran players—a concern frequently raised by the community on platforms such as Reddit, X, and RSI Spectrum. Having played and followed the project for over a decade, I recently began creating interface concepts for fun. Below is an inventory redesign that I created entirely in Figma and that received an enthusiastic response from the Reddit community. I also included some 3D renders of a small space ship concept I made in Blender

Star Citizen is a highly complex game with a steep learning curve. Its interface can be cumbersome to navigate, even for veteran players—a concern frequently raised by the community on platforms such as Reddit, X, and RSI Spectrum. Having played and followed the project for over a decade, I recently began creating interface concepts for fun. Below is an inventory redesign that I created entirely in Figma and that received an enthusiastic response from the Reddit community. I also included some 3D renders of a small space ship concept I made in Blender

(CHALLENGE)

The challenge of designing interfaces for a game like Star Citizen lies in the complexity of its systems and its distinctive visual language. In this exploration, I aimed to preserve the game’s signature holographic, parallax-driven aesthetic while giving players a clearer and more intuitive inventory structure. Clearly labeled action buttons improve usability and reduce the need to rely solely on icons. The new structure also helps players understand the hierarchy between their gear and the various sub-inventory systems.

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Ready to design experiences
that talk to people and connect with them?

Get in touch.

Ready to design experiences
that talk to people and connect with them?

Get in touch.