Minecraft Inventory Redesign
Role: UI/UX Designer | Project Type: Academic Solo | Duration: 3 Weeks | Tools: Figma & Adobe Photoshop
Overview
Project Introduction
Minecraft has added hundreds of new items since it first released, but its inventory hasn’t evolved alongside them. The current inventory system while simple and familiar, struggles to scale with the amount of content in the game. For my UX Design course, I was tasked with identifying the pain points in the existing inventory system and designing an intuitive interface that could better support the current item pool and future updates.
Minecraft’s Current Inventory - Bedrock Edition
Survival Mode
Creative Mode
Competitive Analysis
Preliminary Research
First I looked at games with inventory systems similar to Minecraft to see how they improve the player experience.
This initial research helped me plan my user survey by highlighting gaps in Minecraft’s inventory that other games try to solve.
While reviewing these games, I focused on 3 things:
What features they include
How well those features have scaled over time
Pain points players still report that I would want to avoid in my own redesign
Terraria: Minecraft’s 2D Cousin
Organization Features:
Sort Inventory to organize items by type
Favorite item lock that prevents players from quick trashing an item, or moving them by accident
Quick stack to a nearby chest function that moves matching items to a chest nearby
Scalability:
Scales well as new items are added due to QOL features like sorting and quick stacking to nearby chests
User Pain Points:
Inventory fills up very quickly, forcing players to stop and spend time reorganizing and managing their items
Dragon Quest Builders 2: A Sandbox RPG
Organization Features:
Provides shortcuts for quickly moving items between slots and containers
Includes auto sorting that groups similar items together
Scalability:
Uses a centralized storage system called a Coffer to help players manage their inventory over time
Limits how many chests can be placed in world, which reduces how well the system scales as players collect more items
User Pain Points:
Chest limits interrupt the player’s ability to store and organize building materials and other items
Subnautica: Deep Sea Survival
Organization Features:
Organization tools are limited by design, but players can pin recipes to see required materials while exploring
Players mostly rely on long-term storage like base lockers, with a lack of immediate on-the-go storage
Scalability:
Does not scale as well as other inventories, since fixed lockers limit where items can be stored and make new items harder to integrate
User Pain Points:
Resources cannot be stacked and each one takes up its own slot, which limits player efficiency
Traveling back and forth to lockers takes time away from the more enjoyable parts of the game
Key Takeaways
QoL features like filtering and sorting become increasingly important as the amount of in-game items grow
Storage friction can pull players away from their favorite parts of gameplay
Inventory systems that centralize or simplify storage still need to respect how players mentally organize their items
Conducting User Research
User Survey
I ran a short user survey to understand how different Minecraft players manage their inventory depending on what they are doing in the game, and whether the inventory causes friction during those activities.
My goal was to validate common pain points like clutter and navigation issues, to see which game activities they affect the most and where those pain points overlap.
Survey Design
Player Profiles
Problem Statement
Proposed Solutions
Retrospective