H. Idris / Game UI/UX Designer

Freelance, studio, or asset store: who should design your game's UI?

I am a freelancer, so treat my conclusion with appropriate suspicion and check the reasoning instead. Here are the three options compared on cost, risk and what actually arrives, including the cases where a kit or a studio beats hiring someone like me.

Written by Hadjoudj Idris, Game UI/UX Designer. Six years of menus, HUDs and full interface systems, including a title shipped on Steam.

Hire me

Almost every team asks this question in the wrong order. They pick the route first, usually based on budget anxiety, then try to make their project fit it. The route should fall out of two things: how much interface your game actually has, and how much of it is unique to your game.

The three options at a glance

Asset store kitFreelancerStudio or agency
Typical cost$0 – $80$2,500 – $25,000$25,000 – $150,000+
Time to first resultSame day1 – 2 weeks3 – 6 weeks
Fits your gameNot at all, until you make itCloselyClosely
Flow and structureNoneYesYes
Covers your statesGeneric ones onlyYesYes
Cover if someone is unavailableN/ANoneYes
Who you talk toA forum threadThe person doing the workA producer

The row that decides most projects is the third one. A kit is a set of components; it contains no opinion about your game, because it was made before your game existed. Everything a kit cannot do follows from that.

Asset store kits: what you actually get

You get components. Buttons, panels, sliders, tabs, icons, sometimes a demo scene wiring them together. On a good kit these are internally consistent, which solves a real set of problems: mixed corner radii, missing states, inconsistent spacing. Those are three of the eight causes in why your game UI looks amateur, solved for the price of a lunch.

What you do not get: a flow, a hierarchy, an answer for your specific systems, or any relationship to your art direction. A kit cannot tell you that your inventory has one screen too many, because it has never seen your inventory.

A kit solvesA kit cannot solve
Consistent components and statesWhat your screens are and how a player moves between them
A baseline visual polishHierarchy: what matters most on each screen
Speed: usable the same dayFitting your game's art direction
Icon sets you would otherwise drawYour systems screens, which are the ones that are actually hard

When a kit is genuinely the right answer

This is not a consolation prize. In these cases a kit is the correct professional decision and spending more would be waste.

  • Prototypes and playtest builds. You are testing whether the game is fun, and interface polish is noise in that signal.
  • Jam games and demos with no commercial life.
  • Games with genuinely tiny interfaces. Two menus and a pause screen does not need a designer.
  • Internal and debug tools. Nobody is being sold anything.
  • When the budget is genuinely zero. A consistent kit plus the free pass in indie game UI on a budget beats an inconsistent original every time.

Freelance: what you are really buying

You are buying a specific person's judgement applied to your specific game, without overhead. The rate is lower than a studio's because there is no producer, no account manager and no office in the number.

  • You talk to the person doing the work. No brief passing through two people before it reaches a designer.
  • Decisions happen in one conversation rather than in a change-request process.
  • The scope can be a slice. Four screens, a HUD, a review. Studios rarely want engagements that small.
  • You can start in a week or two, not after a procurement cycle.

When a freelancer is the wrong call

Worth saying plainly, because the honest cases are easy to spot.

  1. The volume genuinely exceeds one person. Eighty screens on a hard deadline is not a freelance job, it is a team.
  2. You need guaranteed cover. One person gets ill and takes holidays. If a two-week absence would sink your milestone, buy redundancy.
  3. You have no one to direct the work. A freelancer needs a decision maker. A studio can supply direction as part of the service; that is a real part of what the multiple pays for.
  4. Procurement requires a company, insurance, or a legal structure a sole trader cannot provide.
  5. The work is continuous for more than a year. At that point an in-house hire is usually cheaper per screen.

Studios and agencies: when the multiple is worth it

Two to four times the hourly rate buys things that are invisible on a quote and very visible when a project is large.

  • Capacity. Several designers on parallel workstreams, coordinated by someone whose job that is.
  • Continuity. Illness, holidays and departures do not stop the project.
  • Art direction as a service. Someone senior holding quality across everyone's work.
  • Process. Documented handoff, QA, version control, a producer chasing your feedback so you do not have to chase theirs.

For a large team with a publisher, a hard date and eighty screens, that is worth paying for. For a six-person indie with twenty screens, most of it is overhead on something a freelancer would do faster.

Same project, three ways

A worked example: an indie title, roughly 20 screens plus a HUD, one platform, needed in ten weeks.

RouteCostWhat arrivesWhat you still do
Kit onlyAbout $60Consistent components in a generic style.All flow, hierarchy, states, restyling and every systems screen. Realistically two to four weeks of your own time.
Freelancer$6,000 – $9,000Flow, 20 screens with states, a component set, handoff files.Feedback, real content, implementation.
Studio$25,000 – $45,000The same, plus art direction oversight, QA and a producer.Feedback, mostly through a producer.
Kit plus freelancer$3,000 – $4,500Flow, the four screens that matter designed properly, a restyled kit for the rest.Applying the system to secondary screens yourself.

That last row is the one most indie teams should look at hardest, and it is the one almost nobody asks about.

What happens when it goes wrong

Compare the failure modes, not just the prices. This is where the real difference in risk sits.

RouteHow it failsYour recourse
KitIt never fits, and you spend months fighting it.None. You bought a file. Budget your own time as the real cost.
FreelancerUnavailable, over-committed, or not the right fit.Milestones, escrow and source files at each stage. End cleanly at a boundary.
StudioYour project is small and gets the junior team.A contract and an account manager, but slow to resolve and expensive to exit.

The freelance risk is mitigated almost entirely by structure: fixed milestones, payment per milestone, and source files delivered as you go. Insist on those and the worst case becomes a delay rather than a loss.

The honest recommendation, by project size

  1. 01

    Under 10 screens, or pre-launch prototype

    Kit plus the free pass. Spend the money on the game instead. If one screen carries your hook, commission that single screen.

  2. 02

    10 to 30 screens, commercial release

    Freelancer, or the hybrid. This is the band where a designer changes the commercial outcome most per dollar, and where a studio's overhead buys you the least.

  3. 03

    30 to 60 screens, or two platforms

    An experienced freelancer on a retainer, or a small studio. The deciding factor is whether you have someone in-house able to direct the work.

  4. 04

    60+ screens, hard deadline, publisher

    Studio, or a team. One person cannot absorb that volume without becoming the bottleneck, and no rate makes that a good trade.

The hybrid most teams should run

The answer is rarely one of the three. The version that gets the most out of a small budget looks like this:

  1. Buy a kit for components, and restyle its typeface, radius and palette so it stops being recognisable.
  2. Commission the flow and the four screens that decide your game's first impression: the main menu, the HUD, your signature system screen, and settings.
  3. Take the component set the designer produces and apply it yourself to everything secondary.
  4. Buy one review at the end, once your own screens are in, to catch what you cannot see any more.

That lands most indie projects between $3,000 and $4,500, which is a fraction of the full-service number and considerably better than the kit-only outcome. The priority order behind it is set out in indie game UI on a budget.

Are game UI asset store kits any good?

The better ones are genuinely well made and internally consistent, which is worth real money at their price. They are components, not design. They cannot give you a flow, a hierarchy or anything specific to your systems, and popular ones are recognisable to players and reviewers.

Is a freelancer cheaper than a studio for the same work?

Per hour, yes, usually by a factor of two to four, because you are not paying for producers, account management or overhead. For large or parallel workloads the studio's coordination is worth paying for. Under about 30 screens it rarely is.

Can I mix a kit and a designer?

Yes, and for a small budget it is usually the best answer. Commission the flow and your key screens, restyle the kit for everything secondary. Tell the designer up front which kit you are using so the two are built to fit.

What if the freelancer disappears mid-project?

Structure removes most of this risk: milestone payments, escrow where the platform offers it, and source files delivered at each milestone rather than at the end. Then the worst case is a delay and a handover, not lost work.

How do I compare quotes between a freelancer and a studio?

Compare deliverables, not day rates. Ask both for a screen list, the states included, the inputs covered, the number of revision rounds and what handoff contains. Quotes that look far apart often turn out to be quoting different jobs.

Should I hire in-house instead?

Only if there is twelve months or more of interface work and someone able to direct it. Salary plus 25 to 40 percent in employer costs is a high floor for work that arrives in waves. Full comparison in what game UI/UX design actually costs.

Does using a kit hurt my reviews?

Not on its own, and plenty of well-reviewed games ship with one. It hurts when it is unmodified and on your key screens, because it reads as a shortcut and invites the conclusion that the rest of the game took shortcuts too.

How do I decide quickly?

Count your screens honestly, including states. Under ten, use a kit. Ten to thirty, hire a freelancer or run the hybrid. Over sixty with a hard date, talk to a studio. Between thirty and sixty, it depends entirely on whether you have someone to direct the work.

Hadjoudj Idris

Game UI/UX Designer, Remote, worldwide

Need this done properly on your game?

Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.

UpworkTop Rated100% Job Success

Contact

Have a game that needs an interface?

Menus, HUDs, full UI systems or a single screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit.

Email
Discord
Résumé Download PDF
Based Remote, worldwide