Feedback from r/ArcRaiders

This is a made-up case study based on real feedback from reddit. A game controller is required to navigate through the mock-up screens and interact with things.

Try it yourself in Figma:
https://www.figma.com/proto/Nr7Zucn1PNxB4OnM1eAqPs2f/game-ux-studies?node-id=386-383&t=415LSCBtRsGPVFak-1

Browse my files here:
https://www.figma.com/design/Nr7Zucn1PNxB4OnM1eAqPs2f/game-ux-studies?node-id=386-383&t=mR49gU3W8pdr8svb-1

Or watch me go through with the videos below.


Video quality goes up to 1080p but may be set to lower by default, please adjust this setting using the player's "gear" menu.

"Map condition cards" revisits the pre-matchmaking flow to align relevant options into a convenient carousel overlay — including a mock-up QoL for "saved loadouts".
published 2026-02-23




"Craft more" inverts the actual crafting flow to reduce bouncing from inventory-crafting-trader screens and brings a smart buy offer based on the player's crafting objective and missing materials (buy stock from Celeste using seeds as a currency).
published 2026-02-23




Intro, menu and credits prototypes and transitions




Discarded iterations of map condition cards — adding matchmaking options made this menu too busy.




Play button component — idle animation and stick control.

date published

Feb 22, 2026

reading time

3 min read

remy chaumard 2025-2026

remy chaumard 2025-2026

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