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kifapa1231
New Member
August 16, 2025
Question

anyone designed UI for gaming tools in figma?

  • August 16, 2025
  • 6 replies
  • 379 views

I’ve been experimenting with UI ideas for gaming tools and a friend showed me a custom Roblox launcher they told me to check it out. It made me realize how tricky it is to keep the design clean while still giving users the customization they expect. Has anyone here tried building similar flows in Figma? Any tips on keeping things simple but functional?

6 replies

Kitsb
New Member
September 7, 2025

Yes, Figma is widely used to design clean and interactive UI for gaming tools because it supports collaboration and prototyping. For Roblox, the Void Script enhances gameplay with automation, teleport, and farming features on Official website.

pawelmichalski
New Participant
November 5, 2025

I’ve been experimenting with UI ideas for gaming tools and a friend showed me a custom Roblox launcher they told me to check out. It made me realize how tricky it is to keep the design clean while still giving users the customization they expect. Has anyone here tried building similar flows in Figma? Any tips on keeping things simple but functional?

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Yeah, I’ve played around with similar stuff in Figma for a couple of small gaming dashboards. The hardest part was balancing all those toggles and settings without making it look cluttered. What helped me was grouping elements by context instead of type, like having one clear zone for visuals, one for performance tweaks, and one for account info. Also, use components and variants early. It saves a ton of time later when you want to iterate on the layout.

piokine
New Member
April 15, 2026

Yes, many designers have created UI designs for gaming tools in Figma. You can find community files, templates, and full game dashboards on Figma Community—including HUDs, inventory systems, and control panels. Designers often share editable prototypes, so you can study or reuse them for your own gaming tools.

Ben_mark5
New Member
April 22, 2026

That’s a great point about balancing simplicity with customization—this becomes even more critical when designing gaming tools. I’ve been working around a similar idea with a Block Blast solver, where the main challenge isn’t adding features, but keeping the flow clean and intuitive.

For example, the core experience is just: upload a screenshot → detect the board → show best moves. Everything else has to stay secondary. In Figma, I found it useful to prioritize the output area and use subtle visual cues like highlighted blocks or overlays so users instantly understand the result without extra instructions.
Prototype used in it:  https://www.aiblockblastsolver.com
If you’re exploring similar flows, it helps to think less like a game UI and more like a utility tool with game context—fast, clear, and minimal friction.

Jimmylink
New Member
May 19, 2026

I've been experimenting with designing UI for gaming tools, and it's indeed a challenging task to keep it clean while providing the necessary customization options. I've found that grouping elements by context instead of type helps to maintain a clean design. For instance, having separate zones for visuals, performance tweaks, and account info can make a big difference. When it comes to designing tools for [mobile gaming ], this approach can be particularly useful, as it allows for a more streamlined and intuitive user experience. By prioritizing the output area and using subtle visual cues, designers can create a seamless flow that enhances the overall gaming experience. I'd love to hear more about your design process and any tips you might have for creating effective UI for gaming tools.

Ben_mark5
New Member
August 3, 2026

That’s a great point about balancing simplicity with customization—this becomes even more critical when designing gaming tools. I’ve been working around a similar idea with a Block Blast solver, where the main challenge isn’t adding features, but keeping the flow clean and intuitive.

For example, the core experience is just: upload a screenshot → detect the board → show best moves. Everything else has to stay secondary. In Figma, I found it useful to prioritize the output area and use subtle visual cues like highlighted blocks or overlays so users instantly understand the result without extra instructions.
Prototype used in it:  https://www.aiblockblastsolver.com
If you’re exploring similar flows, it helps to think less like a game UI and more like a utility tool with game context—fast, clear, and minimal friction.

Funny enough, the same UX principles worked on a different puzzle game too. Here's the Magic Sort version I experimented with: https://aimagicsortsolver.com/
The biggest improvement came from reducing clicks and keeping the result front and center.