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SavePoint

Helping gamers stay organized and motivated by aligning game tracking with how they already play

Project type: Concept
Role: Sole UX/UI designer + brand designer
Industry: Gaming, Entertainment
Tools: Figma, FigJam
Duration: 90 hours

View hi-fi prototype

Introduction

As a gamer, I’ve accumulated a growing library of games across multiple platforms. Over time, I noticed how easy it was to forget what I owned, what I had already finished, and what I still wanted to play. While existing tracking apps technically solve this problem, many of them feel cluttered, overly complex, or disconnected from how gamers actually think about their collections.

I created SavePoint to explore how a clean, console-inspired UI could make managing a game library feel effortless instead of overwhelming. The goal wasn’t to add more features—it was to design an interface that feels familiar, fast, and enjoyable to return to.

The Problem

Gamers don’t view their libraries as lists or spreadsheets. They think in terms of progress, momentum, and unfinished experiences. However, many existing solutions prioritize dense information and advanced tracking over usability.

The core challenge behind SavePoint was:

How can a UI help gamers quickly understand their library without slowing them down?

Common pain points included:

  • Libraries spread across multiple platforms
  • Forgetting which games were started or completed
  • Too many options and filters creating friction
  • Interfaces that feel more administrative than fun

SavePoint reframes game tracking as a visual browsing experience, inspired by interfaces gamers already trust.

Design Approach & Ideation

Before designing screens, I focused on when SavePoint would naturally fit into a gamer’s routine. Most players already have moments where they:

  • Browse their library before deciding what to play
  • Mentally note progress after a session
  • Revisit unfinished games during downtime

Rather than changing these behaviors, I designed around them.

Early ideation included ideas like advanced stat tracking, detailed tagging, and social features. While interesting, these concepts quickly added unnecessary complexity. Stepping back helped clarify the real goal: speed, clarity, and familiarity.

SavePoint became a personal gaming hub rather than a feature-heavy tracker.

UI Design Process (Lo-Fi → Hi-Fi)

I began with low-fidelity wireframes to establish layout, hierarchy, and flow. At this stage, I focused on:

  • How quickly users could scan their library
  • Whether progress states were instantly recognizable
  • Keeping the interface calm rather than crowded

Once the structure felt right, I moved into high-fidelity UI design, where visual decisions became central to the experience.

The interface draws heavy inspiration from modern console dashboards, particularly Xbox. I intentionally used:

  • Hard-edged borders and angular shapes
  • Clean spacing and strong alignment
  • A limited but bold color palette

Deep fluorescent green is used as an accent to add energy, while white and light gray maintain balance and readability. For typography, I chose Oxanium for its sharp, futuristic feel—mirroring typefaces commonly found in gaming environments without sacrificing clarity.

Every visual choice was made to feel familiar to gamers while still feeling polished and modern.

Final UI Solution

The final design of SavePoint presents a clean, console-inspired game library that prioritizes clarity and ease of use.

Users can:

  • View their full collection at a glance
  • Instantly see progress states
  • Mark favorites and revisit games without digging through menus

The UI stays out of the way and lets the games themselves take center stage. Rather than gamifying gaming, SavePoint quietly supports it—making organization feel natural and frictionless.

UI Breakdown — Key Screens

Game Library Screen

The library screen serves as the core of the experience. I designed it to emphasize browsing while maintaining clarity.

Visual hierarchy ensures that:

  • Game artwork remains the focal point
  • Progress states are immediately visible
  • The layout feels structured without feeling dense

This screen is meant to feel like opening a console dashboard—familiar, fast, and inviting.

Game Detail Screen

The game detail screen was intentionally kept minimal. Instead of overwhelming users with stats, I focused on what matters most:

  • Current progress
  • Favorite status
  • Clean, readable layout

This keeps interactions quick and reinforces SavePoint’s role as a supportive companion, not a distraction.

Navigation & Layout

Navigation patterns were inspired directly by console UI conventions to minimize the learning curve.

Elements are:

  • Predictably placed
  • Clearly labeled
  • Free of hidden complexity

If a user has ever navigated a console menu, SavePoint should feel immediately intuitive.

Next Steps

If SavePoint were expanded beyond a concept, the focus would be on refinement rather than feature expansion.

Potential next steps include:

  • Light usability testing around progress updates
  • Platform-based filtering
  • Subtle personalization options

Any future additions would follow one guiding principle:

If it adds friction, it doesn’t belong.

What I Learned

This project reinforced the value of restraint in UI design.

Through SavePoint, I learned that:

  • Familiar patterns reduce cognitive load
  • Strong visual hierarchy improves usability
  • Fewer features often create a better experience
  • UI can feel expressive without being noisy

Most importantly, SavePoint strengthened my ability to translate personal insight into a polished, user-focused interface—balancing visual identity with usability in a way that aligns with modern UI design roles.