We design the screens a player trusts before they trust the game around them.Interfaces, not games.
01
Overview. The studio, the desk, the specialism.
QUEUE STUDIO builds the interface layer for gaming and esports products: skin marketplace screens, the case-opening mechanic, esports team and tournament sites, and the inventory and loadout builders a player lives in between matches. We do not publish games and we do not run a marketplace of our own — we are hired by the studios and platforms that do, and we have done nothing else since 2019.
ReferenceThe desk a build is designed for, not a boardroom
Signal / cyan-blue screen lightNo warehouse. No storage rack. No office.
Running since
6
Years working only gaming and esports interfaces, since 2019.
People
4
The same four people scope, design and ship every engagement.
Lane worked
1
Gaming and esports interfaces. Every other kind of site is turned down on purpose.
Why the lane stays this narrow
“Four people, six years, one specialism: interfaces for gaming and esports products, nothing else.”
A studio that also builds bakery sites and law-firm sites in the same month does not carry the vocabulary for this one. It will draw a drop like a coupon and a trade hold like an error page. We only ever draw those screens, so we already know where the odds table goes, what a payout state has to prove, and why a queue screen that lies about wait time gets a platform in trouble.
Panel 02 / What we doCatalogue
02
Five services, one specialism
Interface design for the exact screens a gaming or esports product actually runs on.
Skin marketplace ui design, case opening mechanic design, esports team website design and in-game inventory ui design each get their own scope, their own prototype and their own price basis below. None of it is a binding quote — every figure is scoped after a brief call.
Turn down the neon
Every screen below is designed against the visual language a working interface earns, not a glowing gamer template. A HUD works because the player trusts the numbers, not because it glows — that rule applies to a marketplace grid, a bracket page and a loadout screen equally.
01
Skin Marketplace Interface
Browsing, listing and checkout screens for a cosmetic-item marketplace — the grid a player scrolls, the listing card, and the states around a sale that go wrong or take time: trade hold ux design and the cashout flow design gaming products actually need, not the happy path alone.
What makes this one differentShips with a written state map of every trade-hold and payout condition, not just the screen where everything works.
Price basis
Fixed fee per phase, scoped after the brief call
02
Case & Drop Mechanic Design
Case opening mechanic design for the exact moment a case cracks and a drop lands: the odds table behind it, the reveal animation spec frame by frame, and written notes on the audio cue so sound and motion land together. This is drop rate odds ui design done as a system, not a single screen.
What makes this one differentEvery mechanic ships as a clickable prototype — like the one running on this site's own live demo — before visual design starts.
Price basis
Fixed fee per mechanic
03
Esports Team & Tournament Site
Esports team website design and esports tournament bracket design for a roster page, a match schedule and a bracket that has to survive a live event, not just look correct in a screenshot the week it ships.
What makes this one differentBracket logic is built to hold a real ranked ladder through byes, re-seeds and forfeits, not a static image of a bracket.
Price basis
Flat project fee
04
Inventory & Loadout UI
In-game inventory ui design and loadout builder interface design for the grid a player scans between rounds and the equip slots they drag an item onto. Try the same interaction pattern for yourself on the Drop & Loadout Lab before you commission it against a real item set.
What makes this one differentThe exact drag-drop pattern demoed live on tool.html, rebuilt against a client's own item set and rules.
Price basis
Fixed fee per screen set
05
Launch Consulting
Game economy interface consulting and a structure audit for a project days from going live: page order, the compliance copy an ad platform will actually check, and chat widget setup so a question does not sit unanswered on launch day.
What makes this one differentDelivered as a marked-up walkthrough of the client's own pages, not a generic checklist handed over cold.
Price basis
Hourly consulting, sold in fixed blocks
Every price basis above is a structure, not a number — none of it is a binding quote, and nothing on this site is a cart or a checkout. A fee gets fixed after we have seen the brief.
Matchmaking queue interface design and payout screens judged on the number that moved after launch.
These are short case lines, not full case studies with client names attached — the studio's clients build gaming and esports products under non-disclosure more often than not. Each line still states what was built, what it had to prove, and the number that moved.
Queue means the line a player waits in for a match
Payout means the number that lands in their wallet. We write both down before we design either — a queue screen that hides its own wait time, or a payout state that reads like a punishment, is the failure mode we see most often when a client comes to us after a first attempt elsewhere.
Skin marketplace / trade-hold redesign
The waiting screen stopped reading as an error
A marketplace client's trade-hold screen had been built as a generic error page — red text, no countdown, no explanation of why an account gets held. We rebuilt it around a visible countdown and a written reason line, using the same information a support agent would have given by phone.
Support tickets referencing the hold screen were the number we tracked, because a ticket meant the screen had failed to explain itself.
-41%Fewer support tickets naming the hold screen in the eight weeks after launch, client-reported
Case-opening mechanic / reveal pacing
A prototype changed the reveal before a colour existed
An early clickable prototype of a case-opening reveal showed the client that a 4.5 second spin felt slow the moment a legendary tier landed early in testing. We cut the animation to a variable pace tied to tier rarity and shipped that timing into the final build.
The client's own analytics showed players re-opening the demo case more times per session once the pacing changed.
2.3×More repeat opens per test session, measured before the mechanic's public release
Esports bracket / live-event load
The bracket held through a real ranked ladder
A tournament site's bracket had been built as a fixed image, redrawn by hand between rounds. We rebuilt the bracket logic to read from the ladder directly, including byes and forfeits, so it updated the moment a result was entered.
Round-to-round update time was the number the organiser cared about on event day.
<1minTime between a result entry and the bracket updating live, down from a manual redraw
Marketplace platformsCase & drop studiosEsports organisersLive-service teams
Marketplace platformsCase & drop studiosEsports organisersLive-service teams
Figures above are self-reported by clients or measured in the studio's own testing and are not independently audited. No result is guaranteed to repeat on a different product, item economy or player base.
The one habit behind all three lines
Week one
The mechanic gets built first
A drop is the item a case gives you when it opens. Before a single screen gets a final colour, we build the odds table, the reveal and the log that proves the number was fair, and put it in front of the client as something they can click.
After that
Visual design follows the mechanic
Colour, type and layout get built around a mechanic that already works, so a late change to how a drop reveals never means throwing out finished screens.
Panel 04 / ContactOpen
04
Start the brief call
Tell us the mechanic, the screen or the launch date and we reply from Austin.
Every enquiry reaches the same four people who do the design work. Nothing below is a binding quote — a price basis gets fixed once we understand the scope.
Common questions before the first call
Is a price basis on this page a quote?
No. Each price basis on the What we do panel describes how a fee is structured — a flat project fee, a fixed fee per phase, an hourly block. A number gets fixed only after a brief call, in writing, and nothing on this site is a cart or a checkout.
Does the studio build the game itself?
No. QUEUE STUDIO designs and builds the interface layer around a gaming or esports product — marketplace screens, case-opening mechanics, esports sites and loadout builders. It does not publish games and does not run a marketplace of its own.
What happens after the brief lands?
The same four people who design the work read it, ask follow-up questions by phone or email, and scope a fixed fee or hourly block before any screen gets built. The core mechanic ships as a clickable prototype in the first week, or the first invoice does not go out.