FIGR / UI TEMPLATE

Game Inventory

Manage owned game items by category, rarity, currency, equipment slot, quantity, cosmetics, consumables, and equip state.

This collection reference covers gaming. Its sample screen includes Voidblade · Legendary and Aurora skin · Epic and the Equip item action. Adapt its workflow to your product and design system.

Game Inventory

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At a glance

Screen

Collection

Primary action

Equip item

Pattern

Game Inventory collection

State

Default, loading, empty, error, permission, success

Design system

Adaptable product UI theme

What this screen helps with

The game inventory screen supports “Equip item” while keeping inventory and loadouts in view. It should show the current state even when data is missing or access is restricted.

What to look for

  • Primary action: Equip item
  • Main area: Inventory brings the user to the relevant workflow
  • Related area: Loadouts keeps nearby context accessible
  • Items: 284 in the sample screen
  • Legendary: 18 in the sample screen
  • Example 1: Voidblade · Legendary
  • Example 2: Aurora skin · Epic
  • Input: Item class

States to consider

  • Default: Show the main workflow and its available next step
  • Loading: Preserve the page structure and explain what is still loading
  • Empty: Say why there are no records and offer a clear first action
  • Error: Explain what failed, keep entered work, and allow retry
  • Access: Show which actions require a role or permission
  • Success: Confirm the result after Equip item and say what happens next

Where it fits

Inventory → Loadouts → Equip item → Review result

Patterns in this screen

Game Inventory collection, Inventory, Loadouts, permission handling, error recovery

UX choices to review

Keep the main user task and nearby context on the same screen

In this example, Voidblade · Legendary is one of the records worth checking. Keep the sample data clearly separate from a live system.

Make the current state and next action easy to find

Consider empty, loading, permission, and recovery states

Try a similar screen in Figr

Design a game inventory screen for an existing gaming product. Use our actual design system, components, and content rules. Cover Inventory and Loadouts, include believable records such as Voidblade · Legendary, and make "Equip item" easy to find. Map empty, loading, error, permission, and success states. Keep the result editable in Figma.

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