Arma 4 Game UX

Case Study

Arma 4 Game UX

Inventory, medal progression, and multiplayer deployment concepts designed to make tactical complexity understandable without diluting it

UX / UI Designer2026

Role

UX / UI Designer

Timeline

Two Short Exercises

Platform

PC · Controller-aware

Tools

FigmaFigma
IllustratorIllustrator
PhotoshopPhotoshop

Overview

The Challenge

Across two time-boxed hiring exercises for Bohemia Interactive, I explored three connected Arma 4 design tasks: an in-game inventory, a five-level medal system, and the multiplayer journey from mission briefing to deployment. The surfaces are different, but the underlying problem is the same: make dense tactical information understandable without making the simulation feel generic or simplified. I structured the case study around a shared UX process rather than presenting each task as an isolated project. Research, information modelling, low-fidelity structure, system design, and visual refinement progressed continuously — and sometimes in parallel — across the inventory, medals, and deployment flow.

Case study detail

Research & Discovery

Key Findings

Finding 01

Deployment task — group selection must show capacity, composition, open roles, and changing availability without becoming a spreadsheet

Finding 02

Deployment task — when the player chooses a spawn position, the map should become the primary decision surface

Finding 03

Inventory task — stable zoning makes character status, carried gear, loadout, nearby items, and item detail spatially predictable

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Design Process

Three tasks, one UX process

01
Frame each task
02
Research references
03
Model structure
04
Build systems
05
Refine & validate

I moved the three tasks through comparable phases, sometimes in parallel. For the deployment task, I mapped the decision dependencies first, then wireframed group selection and deploy-point selection to test hierarchy, live availability, and consequence. For the inventory task, I translated the requirements into clear screen zones for character status, carried containers, vicinity, loadout, item detail, and session context. For the medal task, I defined a shared construction and five readable levels before exploring surface detail.

Once the structures were stable, each task moved toward the fidelity it needed. The deployment task developed into a polished faction-selection screen using progressive disclosure and explainable states. The inventory task became a reusable Figma system of typography, spacing, controls, tooltips, filters, capacity bars, and input prompts. The medal task applied chevrons, stars, wreaths, colour, and material to the shared base, increasing prestige while keeping the family visually consistent.

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Final Design

The Solution

Final design
#1

Inventory system

A modular screen model that connects player status, carried containers, nearby items, equipped loadout, item detail, and session context.

#2

Medal progression

Five recognisable levels built from a shared construction, with increasing distinction through silhouette, symbols, colour, and material.

#3

Deployment flow

A complete journey from mission briefing to spawn, supported by group and deploy-point wireframes and a polished faction-selection concept.

Takeaways

Reflection

Working across the three tasks reinforced the value of separating structure from visual polish. The deployment task moved from a dependency map to group and deploy-point wireframes, then to a high-fidelity faction-selection concept. The inventory task moved from functional zoning to a reusable component system and final loadout screen. The medal task moved from a common geometric base to five increasingly prestigious visual levels. The deployment flow is the clearest expression of the shared strategy: experienced players can scan the top layer and move quickly, while newcomers can inspect purpose, consequence, and terminology before committing. The inventory applies the same logic spatially, and the medals apply it through recognisable progression. These remain concepts rather than shipped outcomes. The medals still need a more mature pass on materials and restraint, while the polished UI would benefit from deeper accessibility and contrast testing — particularly controller focus, viewing-distance legibility, and selected or unavailable states that do not depend on colour alone.

Final design detail
PreviousE.ON Digital Ecosystem
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Daniel Gratza

Let’s make something great.

Prague-based UX designer

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