A partial reimagining of Escape from Tarkov’s interface to reduce friction, enhance user focus, and maintain immersion in one of the most intense looter-shooters on the market.
Escape from Tarkov’s interface introduces unnecessary friction in both survival and social systems. Players must open the inventory for basic real-time information, like health, hydration, buffs, or grenade type, interrupting the flow of gameplay. Social features are also limited or inefficient — there’s no way to view online friends, create squads, or message teammates easily. Combined with missing presets and redundant workflows, even simple tasks like buying or crafting items become slow and frustrating.
To identify key UI and accessibility pain points in Tarkov by gathering feedback from diverse players, focusing on improving information clarity, social features, and inventory interactions.
To benchmark Tarkov’s UI, I analyzed similar games across key areas like crafting, in-raid feedback, and social systems. This revealed clear usability gaps and informed design opportunities.
| Features & Tasks | ![]() |
![]() |
![]() |
|---|---|---|---|
| Social & Grouping Systems | In-game friend list but no online status or join lobby options. No friend requests in raid lobby | Full friend system with online status and easy party formation. Friend requests from group interface. | No in-game friend list; group invites require user IDs. Less intuitive group formation. |
| Inventory & Crafting UI | FComplex inventory and crafting system. Powerful weapon customization but overwhelming. Mission info often hidden. Fast trader switching via shortcuts | Typical FPS inventory, no crafting. Intuitive weapon customization. Clear mission assignments | Classic RPG-style inventory and crafting. Intuitive but punishing. Clear stash UI, no trader shortcuts |
| In-Raid HUD & Vital Information | Shows raid time, posture, vital stats, hot bar. Inventory opened manually | Displays map, raid time, stats, compass, weapon shortcuts with grenade type commands | Shows map, raid time, stats, buffs/debuffs, compass, hot bar. Inventory manual access |
| Weapons & Utility Shortcuts | Predetermined weapon shortcuts; utility items assigned manually | Predetermined shortcuts for weapons and utilities | Shortcuts exist but must be placed manually |
| Visual Design & Thematic Consistency | Realistic post-war environments; gritty, immersive detail | Vibrant landscapes mixing nature and war zones | Dark, tense RPG dungeon style atmosphere |
Hardcore FPS & RPG Player
“I love Tarkov, but I shouldn’t need three tabs open just to survive a raid.”
Casual & Social Gamer
“Playing should be fun, not frustrating.”
| Stage | Action | Thoughts | Emotions | Pain Points | Opportunities |
|---|---|---|---|---|---|
| 1. Enemy approaching | Hears enemy movement nearby | “I need to frag them before they push.” | 😬 Alert | Must react fast—needs instant grenade access | Add a quick‑select grenade wheel |
| 2. Realizes grenade not equipped | Glances at hotbar and sees no grenade assigned | “I forgot to slot my grenades.” | 😰 Pressured | Grenades must be pre‑assigned; slows reaction | Auto‑slot last‑used grenades or drag‑to‑throw |
| 3. Opens inventory | Opens inventory to assign a grenade | “Wasting time opening my bag.” | 😖 Frustrated | Takes eyes off fight; vulnerable | Inventory‑free selection UI (radial/context menu) |
| 4. Assigns to slot | Drags grenade to hotbar slot | “Hope I finish before they push.” | 😓 Anxious | Slot management is slow mid‑combat | Hold‑to‑open grenade menu for assignment |
| 5. Attempts to throw | Presses G → throws grenade from slot 1 by default | “Wrong type—now I’m exposed!” | 😡 Irritated | Default key cycles slot order; no way to pick specific grenade fast | Implement a grenade quick‑select wheel or cycle toggle |
Solution Opportunity: Implement quick-select grenade wheel and auto-slot system for faster combat response.
A UX/UI redesign for Escape from Tarkov focused on reducing interface friction and improving real‑time interactions. Key enhancements include upgraded friend lists, more intuitive in‑raid HUD elements, and streamlined pre‑raid workflows — all aimed at boosting usability and immersion.
| Feature | Priority | Category |
|---|---|---|
| These 'Must Have' features form the core improvements necessary for enhancing gameplay and social interaction. | ||
| Create the status feature inside the friend list (online/offline/occupied) | Must Have | Friend List & Social |
| Add members of group as friends directly from the pre-raid screen | Must Have | Friend List & Social |
| Display buffs/debuffs and character info outside inventory | Must Have | Combat Enhancements |
| Grenade and Healing wheel for faster selection | Must Have | Combat Enhancements |
| Display Compass, world time, and weather in raid | Must Have | Combat Enhancements |
| Create a better layout on the “Change Region” section on game launcher | Must Have | UI/UX Improvements |
| Save pre-set of Post Effects and configs across wipes | Must Have | Quality of Life |
| Amplify typography size setting | Must Have | Accessibility |
| Cloud save settings option | Must Have | Quality of Life |
| The 'Should Have' features add meaningful refinements that support and expand the core experience. | ||
| Send messages button direct into friend list | Should Have | Friend List & Social |
| Create a group system inside the friend list | Should Have | Friend List & Social |
| Improve contrast of unavailable servers in launcher | Should Have | UI/UX Improvements |
| Display opened boxes on top of inventory | Should Have | UI/UX Improvements |
| Add offer doesn't open in a pop-up window (new layout) | Should Have | Marketplace & Economy |
| Move “add friend button” from “messages” section to “friend list” section | Should Have | Friend List & Social |
| Display necessary XP to level up | Should Have | UI/UX Improvements |
| The 'Could Have' features are nice-to-haves that would further polish the interface but are lower priority. | ||
| Change iconography for barter necessary items | Could Have | UI/UX Improvements |
| Money conversion tooltip on hover | Could Have | Marketplace & Economy |
| Change friend list layout (pin to side) | Could Have | UI/UX Improvements |
| Open market in a new layout inside crafting section | Could Have | Marketplace & Economy |
| Display shortcuts and search bar in statistics section | Could Have | UI/UX Improvements |
| The 'Won’t Have': Lower-priority or strategically deferred items.. | ||
| Separate vendor messages from user messages | Won’t Have | Friend List & Social |
| Filter by item opens multiple windows without closing old | Won’t Have | UI/UX Improvements |
| Display profile and account info in a friend list popup | Won’t Have | Friend List & Social |
This flow starts with game launch and loadout prep, followed by combat decisions. If the player is shot, they can quickly heal via a shortcut-activated wheel. Grenade selection is also streamlined through a radial menu. These adjustments reduce downtime, increase responsiveness, and enhance focus during critical gameplay moments.
These initial sketches explore fundamental improvements to Tarkov's most problematic user interactions. Each concept focuses on reducing friction and cognitive load while maintaining the game's hardcore aesthetic. Through rapid ideation and low-fidelity wireframes, I tested various approaches to core problems like friend management, raid coordination, and in-game awareness before committing to detailed designs.
Goal: Reduce social friction and improve clarity by introducing status indicators, friend requests, and group features.
Improved friend management and clarity by adding status icons, direct friend requests, and group functionality. Designed to reduce friction and support social interaction
Goal: Streamline team readiness with a 'Ready' state, inline friend list access, and invite/kick controls.
Streamlined team readiness with a "Ready" button for all members. Added friend invite/kick options and real-time friend list access to improve flow before raids.
Goal: Boost in-raid awareness and efficiency with always-visible health info, overlays for grenades and healing, and contextual HUD elements.
Boosted in-raid awareness with always-visible health, buffs/debuffs, and optional overlays (weather, compass, time). Introduced a contextual grenade wheel with focus blur for clarity.
Goal: Minimize screen switching and simplify item management with presets and inline market interactions.
Reduced screen switching by embedding item filtering and trading actions directly into context. Users can now manage PostFX presets intuitively.
Goal: Speed up visual customization and trading setup with PostFX presets and a streamlined flea market overlay.
Identified friction in visual and market settings. Introduced PostFX presets for faster customization and a streamlined flea market overlay to reduce navigation steps and speed up item interactions.
Building on the early concepts, these high-fidelity designs showcase the final visual direction and detailed interactions. Each solution addresses specific user pain points identified during research, with refined aesthetics that maintain Tarkov's authentic feel while dramatically improving usability and workflow efficiency.
Goal: Reduce social friction and improve clarity.
Key Changes:
Goal: Improve team flow and readiness.
Key Changes:
Goal: Improve player awareness and combat efficiency.
Key Changes:
Goal: Reduce repetitive visual setup and streamline trading.
Key Changes:
Goal: Minimize screen-switching and improve item interactions.
Key Changes:
This project started as a visual polish effort but quickly evolved into a broader UX rethink. By focusing on real user friction points — from tedious item management to frustrating raid interactions — I prioritized meaningful changes that enhanced both usability and immersion. The process highlighted the importance of user feedback, smart scope management, and iterating with purpose.
Escape from Tarkov has a passionate community and a UX foundation with great potential.
"Yes, that's how we work!"
- Knight![]()
Thank you for reviewing this case study! If you'd like to discuss this project or explore my portfolio further, please don't hesitate to get in touch.