Valorant Spray Filter Redesign

OVERVIEW

A UX/UI redesign of the spray inventory system in Valorant developed in Unity using UI Toolkit, focused on improving filtering and browsing. The goal was to help players quickly find sprays in a growing collection (800+ items) without unnecessary scrolling.

ROLE

UI/UX Designer

Genre

UX / UI Systems

Team Size

Solo Project

Platform

PC

Duration

4 Weeks

YEAR

2025

About the project

The existing spray system only includes two filters (Favorites and Hide Unowned), which does not scale with the increasing number of sprays.

This project focuses on improving:

  • Visibility of spray types

  • Speed of browsing

  • Alignment with player expectations

Link to Feature Document

Pipeline & Development Log

Week 1: Research & Problem Definition

  • Analyzed current spray inventory

  • Identified key UX issues:

    • No filtering for usage timing (mid-round vs pre/post)

    • No filtering for animated vs static

    • Increasing clutter with large collections

  • Framed the problem using:

    • Norman principles (visibility, mapping, simplicity)

    • User-Centered Design (context of use, user needs)


Week 2: Design & Prototype

  • Designed new filter system:

    • Usage: Mid-Round / Pre-Post

    • Type: Animated / Static

    • Owned / Favorites (kept existing)

  • Created Figma prototype:

    • Open Collections → Spray Wheel → Filters → Apply filters

  • Focus: keep UI simple but more useful

Link to Redesigned Feature Figma Prototype

Week 3: Unity Implementation

Built functional prototype in Unity (UI Toolkit)

Key systems:

  • Spray data model (ScriptableObject)

  • Grid-based inventory UI

  • Toggle-based filtering system

  • Real-time update of spray grid

Filtering logic:

  • Each spray must pass all active filters

  • Supports combined filters (e.g., Animated + Mid-Round)

Week 4: Testing & Iteration

User Test Setup

  • Tested with an experienced Valorant player

  • Think-aloud method

  • Observed interaction and confusion points

Key Findings

  • Filters were immediately understandable

  • Animated/static filter improved speed

  • Overall system felt more intuitive

Read my reflection on this project


Project Trailer

In game Pictures

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Valorant Spray Filter Redesign

OVERVIEW

A UX/UI redesign of the spray inventory system in Valorant developed in Unity using UI Toolkit, focused on improving filtering and browsing. The goal was to help players quickly find sprays in a growing collection (800+ items) without unnecessary scrolling.

ROLE

UI/UX Designer

Genre

UX / UI Systems

Team Size

Solo Project

Platform

PC

Duration

4 Weeks

YEAR

2025

About the project

The existing spray system only includes two filters (Favorites and Hide Unowned), which does not scale with the increasing number of sprays.

This project focuses on improving:

  • Visibility of spray types

  • Speed of browsing

  • Alignment with player expectations

Link to Feature Document

Pipeline & Development Log

Week 1: Research & Problem Definition

  • Analyzed current spray inventory

  • Identified key UX issues:

    • No filtering for usage timing (mid-round vs pre/post)

    • No filtering for animated vs static

    • Increasing clutter with large collections

  • Framed the problem using:

    • Norman principles (visibility, mapping, simplicity)

    • User-Centered Design (context of use, user needs)


Week 2: Design & Prototype

  • Designed new filter system:

    • Usage: Mid-Round / Pre-Post

    • Type: Animated / Static

    • Owned / Favorites (kept existing)

  • Created Figma prototype:

    • Open Collections → Spray Wheel → Filters → Apply filters

  • Focus: keep UI simple but more useful

Link to Redesigned Feature Figma Prototype

Week 3: Unity Implementation

Built functional prototype in Unity (UI Toolkit)

Key systems:

  • Spray data model (ScriptableObject)

  • Grid-based inventory UI

  • Toggle-based filtering system

  • Real-time update of spray grid

Filtering logic:

  • Each spray must pass all active filters

  • Supports combined filters (e.g., Animated + Mid-Round)

Week 4: Testing & Iteration

User Test Setup

  • Tested with an experienced Valorant player

  • Think-aloud method

  • Observed interaction and confusion points

Key Findings

  • Filters were immediately understandable

  • Animated/static filter improved speed

  • Overall system felt more intuitive

Read my reflection on this project


Project Trailer

In game Pictures

Smooth Scroll
This will hide itself!

Valorant Spray Filter Redesign

OVERVIEW

A UX/UI redesign of the spray inventory system in Valorant developed in Unity using UI Toolkit, focused on improving filtering and browsing. The goal was to help players quickly find sprays in a growing collection (800+ items) without unnecessary scrolling.

ROLE

UI/UX Designer

Genre

UX / UI Systems

Team Size

Solo Project

Platform

PC

Duration

4 Weeks

YEAR

2025

About the project

The existing spray system only includes two filters (Favorites and Hide Unowned), which does not scale with the increasing number of sprays.

This project focuses on improving:

  • Visibility of spray types

  • Speed of browsing

  • Alignment with player expectations

Link to Feature Document

Pipeline & Development Log

Week 1: Research & Problem Definition

  • Analyzed current spray inventory

  • Identified key UX issues:

    • No filtering for usage timing (mid-round vs pre/post)

    • No filtering for animated vs static

    • Increasing clutter with large collections

  • Framed the problem using:

    • Norman principles (visibility, mapping, simplicity)

    • User-Centered Design (context of use, user needs)


Week 2: Design & Prototype

  • Designed new filter system:

    • Usage: Mid-Round / Pre-Post

    • Type: Animated / Static

    • Owned / Favorites (kept existing)

  • Created Figma prototype:

    • Open Collections → Spray Wheel → Filters → Apply filters

  • Focus: keep UI simple but more useful

Link to Redesigned Feature Figma Prototype

Week 3: Unity Implementation

Built functional prototype in Unity (UI Toolkit)

Key systems:

  • Spray data model (ScriptableObject)

  • Grid-based inventory UI

  • Toggle-based filtering system

  • Real-time update of spray grid

Filtering logic:

  • Each spray must pass all active filters

  • Supports combined filters (e.g., Animated + Mid-Round)

Week 4: Testing & Iteration

User Test Setup

  • Tested with an experienced Valorant player

  • Think-aloud method

  • Observed interaction and confusion points

Key Findings

  • Filters were immediately understandable

  • Animated/static filter improved speed

  • Overall system felt more intuitive

Read my reflection on this project


Project Trailer

In game Pictures

Smooth Scroll
This will hide itself!

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