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IG InterfoldUI Audit Studio

Game interface audit · Online, worldwide

Your game is good. The interface is where players hesitate.

Interfold reviews the parts of your game most teams stop looking at — the HUD, the menus, the inventory, the first ten minutes. You get a written audit, annotated screens, and a ranked list of what to change and in what order.

4 surfacesHUD · menus · inventory · onboarding
10 daysfrom kickoff to report
From $1,200fixed-scope audit
A dark game interface panel with a tempo dial, track lanes and a highlighted edit control, marked up for review

What we look at

Four surfaces where players quietly give up

Every audit walks the same four surfaces, in the order a player meets them. Nothing is graded on taste — only on whether it slows the player down.

01

HUD & combat readouts In-play

Health, ammo, cooldowns, objective markers. We check what the player can read at a glance while their hands are busy, and what they only notice after they die.

02

Menus & settings Between play

Pause flow, options depth, save/load, remapping. Where the structure hides a common action three taps deep, or asks the player to confirm something they never meant to change.

03

Inventory & economy Systems

Grids, loadouts, crafting, currencies. Whether a player can compare two items without leaving the screen, and whether the numbers mean anything the moment they read them.

04

Onboarding & first session First 10 min

Tutorials, prompts, empty states, the very first choice. Where new players stall, re-read, or quit before the game has shown them why to stay.

How the audit runs

Four steps, one written verdict

No workshops, no vague deck. We play the build, mark it up, test the friction, and hand back something your team can act on the same afternoon.

Hands sketching interface wireframes on paper beside a tin of pencils on a dark desk
Working notes · review desk

Research the play, not the screenshots

We play your build the way a new player would, on the platforms you ship to. We record where we hesitate, misread, or reach for a control that isn't there.

Prototype the fix in place

For every serious problem we sketch a corrected version — a rearranged HUD, a flattened menu, a clearer first prompt — so the recommendation is a picture, not a paragraph.

Test against heuristics

Each surface is checked against a fixed set of interface heuristics: readability at speed, reversibility, feedback, consistency, and load on the player's memory.

Deliver a ranked report

You receive a written report, annotated screens, and a priority list — quick wins, structural fixes, and the two or three changes worth a sprint of their own.

Before / after

What a fixed surface looks like next to the one we started with

A pause menu that stopped losing players

Third-person action · PC & console
Before

Original pause flow

A cluttered pause menu with many equal-weight glowing rows and no clear hierarchy

Resume, save and settings sat on the same level as eleven other options. Players scanned the whole column every time just to quit.

After

Rebuilt pause flow

A clean pause menu with clear hierarchy, a few highlighted primary actions and generous spacing

Three actions players actually use were promoted; everything else moved one layer down. Resume is now the default focus on every controller.

−41%time to resume
3taps removed from quit
2 weeksto ship the change

An inventory players could finally read

Survival crafting · PC
Before

Original loadout grid

A dense, hard-to-read inventory grid with crammed item cells and overlapping tooltips

Item stats appeared only on hover, in a tooltip that covered the item next to it. Comparing two weapons meant memorising numbers.

After

Rebuilt loadout grid

A clean inventory with a tidy item grid and a clear detail rail on the side

A fixed detail rail shows the selected item beside a persistent compare slot. Numbers changed to plain deltas — plus and minus, not raw values.

+27%items equipped per session
0tooltips covering the grid
10 daysaudit to redesign brief

What lands in your inbox

Everything is written down, nothing is left to a meeting

A designer marking up an interface on a pen tablet in a dimly lit studio
Deliverable 01

The written audit

A plain-language report, surface by surface, that names each problem, why it costs you players, and how severe it is. Written to be read by a designer and a producer alike.

Deliverable 02

Annotated screens

Your own screens, marked up with numbered pins and measurement lines — the same annotation you see on this page — so every note points at an exact pixel, not a general feeling.

Deliverable 03

A prioritized redesign plan

A ranked list that separates quick wins from structural work, with a rough effort estimate on each, so you can slot fixes into a sprint you already have.

Deliverable 04

A read-through call

One recorded walk-through with your team once the report lands, to answer questions and agree on what ships first. Notes from the call are added to the document.

Engagements

Two ways to work with the Guild

Start with the audit. If you'd rather we carry the fixes through, the sprint picks up where the report ends. Prices are fixed in USD; scope and payment are arranged after you send the form.

UI Audit

$1,200 · fixed

A full heuristic review of all four surfaces, delivered as a written report you keep.

  • Review of HUD, menus, inventory & onboarding
  • Written audit, surface by surface
  • Annotated screens with numbered pins
  • Prioritized redesign directions
  • One recorded read-through call
  • Follow-up redesign work
Book the audit
Most teams choose this

Audit + Redesign Sprint

$4,700 · fixed

The audit, plus a focused sprint where we redesign the surfaces that need it most.

  • Everything in the UI Audit
  • A two-week redesign sprint after the report
  • Reworked layouts for the top-priority surfaces
  • Handoff-ready specs & component notes
  • Review of your team's implementation
  • A second read-through once fixes land
Book audit + sprint

Questions

Before you book

What exactly do you need from us to start? +
A playable build (or a stable branch) on the platforms you care about, plus access to the screens you'd like reviewed. If part of the game is still grey-box, tell us — we'll audit what's real and flag what's a placeholder.
How long does an audit take? +
About ten working days from kickoff to the written report. The redesign sprint, if you add it, runs for two weeks after that. We'll confirm exact dates when we scope the work.
Do you redesign, or only point out problems? +
The audit includes corrected sketches for the serious problems, so you're never left with only a list. If you want us to carry those through into handoff-ready designs, that's the Audit + Redesign Sprint.
Will you sign an NDA? +
Yes. We work under NDA as standard and treat every build as confidential. Send yours with the enquiry, or use ours — either is fine.
What genres do you work on? +
Interface heuristics travel across genres. We've reviewed action, survival, strategy and simulation interfaces. The surfaces stay the same even when the game doesn't.

Start here

Book a UI audit

Tell us about the game and which engagement fits. We reply within one working day with next steps, a scheduling window and a short scope note. Payment is arranged after that — we never take card details in this form.

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