UI design
Hierarchy first, styling last.
- Brief and referencesDefine what the screen has to achieve and collect references from shipped games in the same genre.
- StructureGroup the content, choose one primary action per screen and set the spacing scale before any styling.
- Visual directionExplore several style directions, choose the one that fits the project and lock it into reusable tokens.
- Review in contextJudge the screen inside the game at the size players see it, not as an enlarged mock.
In practiceReviewing a shop screen, I found the layout lacked whitespace and the spacing was inconsistent, so nothing stood out. The fix was a consistent spacing scale and fewer elements per screen, before any change to colour or size.