Problem
Inconsistent start-to-play page navigation and low discoverability for important actions.
Concept Project / UX/UI Case Study / 2022-2023
A full information architecture and interface rethink focused on one question: how do we get players to their next action faster without losing VALORANT's identity?
Problem
Inconsistent start-to-play page navigation and low discoverability for important actions.
Approach
Research-first redesign validated with lo-fi usability findings and then refined into a polished hi-fi system.
Signal
75k+ combined social impressions and 96% Reddit upvote rate on the final concept share.
Built for recruiter scan speed: jump directly to research, before/after outcomes, or final reflections.
VALORANT is a competitive tactical shooter with a high-frequency main menu loop: queue, invite, check progress, browse loadouts, and repeat. This concept redesign focused on reducing friction inside that loop.
This redesign was produced in 2022-2023. VALORANT has evolved since then, but the core UX principles in this case study remain relevant: discoverability, consistency, speed-to-action, and clear hierarchy.
5
Interviews
18-24
Age Range
5/5
Reported navigation friction
Users struggled to relocate items in Agents and Collection. Continuous horizontal scanning slowed selection.
Contrast, typography weight, and hierarchy produced readability issues in dense interfaces.
The switch from startup navigation to PLAY/top nav introduced unnecessary context shifting.
Most participants did not discover challenges quickly because top-right actions looked passive.
Omar needs a more seamless way to jump between queueing, tracking progression, and browsing content across sessions. The current flow introduces avoidable friction that costs time and focus.
I moved from paper concepts into digital wireframes, then into a lo-fi prototype in Figma to test architecture and flow before visual polish.
I tested the lo-fi build to catch friction early. The findings directly shaped the hi-fi iteration priorities.
Users could not reliably select specific skins or buddies with the initial category-first structure.
4/5 users preferred persistent social visibility over click-to-open popouts.
Rank and progression needed stronger visual prominence relative to dense stat blocks.
Duplicate category info was ignored and one key category (Sentinels) was missing in an iteration.
Players requested clearer details for unfamiliar modes before queueing.
Each redesign pair below maps directly to a usability finding. Drag the slider on each comparison to inspect before and after behavior.
The final UI direction focused on consistency, visual hierarchy, and speed-to-action while preserving VALORANT's stylistic tone.
I kept the animation language close to VALORANT's style while introducing interactions for newly redesigned surfaces.
To improve WCAG alignment and action clarity, I adjusted contrast, visual hierarchy, and button treatment on high-priority controls.
Community response is not a replacement for product analytics, but it provided strong directional validation that the usability-led changes resonated with players and designers.