Personal concept · Concept Work · 2020
Exploring usability improvements for a deeply complex extraction shooter
Testing how clearer information hierarchy could reduce Escape from Tarkov's reliance on third-party wikis and spreadsheets, without softening its hardcore identity.
- Role
- UX Designer (concept exploration)
- Solo concept exploration, not client work.
- Timeline
- 2020
- Responsibilities
- Information design, UI concepts


Overview
Escape from Tarkov is a deeply complex extraction shooter built around inventory management, weapon customization, economy systems, and high-consequence gameplay. This exploration looked at how clearer UX patterns and information hierarchy could improve usability while preserving the game’s hardcore identity.
Goals
- 1.Reduce reliance on third-party tools: surface the stats players were alt-tabbing to wikis and spreadsheets for, directly in the UI.
- 2.Preserve the hardcore identity: improve clarity without simplifying the systems that make Tarkov Tarkov.
- 3.Fix specific friction points: tooltips that hide the very data they exist to explain, previews that show too little to decide on.
- 4.Design within the real system: explore changes that could plausibly ship inside Escape from Tarkov's actual UI, not a wholesale redesign.
The Problem
- Heavy memorization demands, offloaded to notebooks and spreadsheets
- Reliance on third-party wikis just to make a basic loadout decision
- Trial-and-error learning, with real, consequence-heavy stakes
- Dense menus that bury the stats that actually matter
- UI elements that sometimes work against the information they’re meant to surface
Problem to solve
The opportunity was in improving how information surfaces, not in oversimplifying the underlying systems.
Strategy & Execution
Two areas carried the clearest, most specific friction: ammunition stats, where the numbers that decide a fight are hard to compare quickly, and scopes, where a purchase decision often came down to a single small thumbnail.

Ammunition Stats You Can Actually Compare
Critical stats like penetration, armor damage, and fragmentation chance were often hard to compare at a glance. Here, the tooltip meant to explain penetration ends up covering the two stats next to it, exactly the kind of friction that sends a player to a spreadsheet instead.

Letting Color Replace the Tooltip
Three explorations for surfacing that same tier-by-tier penetration data through color instead of a hover state, so the numbers that matter most are visible immediately, not hidden behind a tooltip.
“Hardcore systems still benefit from clarity and hierarchy.”

A Single Thumbnail Isn't Enough
Some scopes showed nothing more than a small reticle thumbnail tucked in the corner, not much to judge a purchase by when the alternative was checking a wiki first.

Comparing Reticles Before You Commit
Other scopes already did this better, letting a player compare reticle options side by side before installing. The idea explored here was making that pattern consistent everywhere, not just on the scopes that happened to support it.
Outcome
Expert Users Want Efficiency, Not Simplicity
Tarkov players optimize for speed and precision. Removing depth would cost more goodwill than any friction it fixed.
Density Needs Discipline
Surfacing more stats only helps if hierarchy makes clear which one matters most right now.
Hide the System, Not the Information
A tooltip meant to clarify a stat should never cover the stats next to it. Small overlaps like that push players toward third-party tools.
Clarity and Complexity Can Coexist
Strong UX preserved the hardcore identity while cutting the friction that had nothing to do with the game itself.