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A gaming club site that finally looks like something

Zero Station is a concept landing page for a Berlin gaming club. I built it around one idea: checking in should feel like docking at a space station.

ProjectZero Station
Year2026
Concept Project Landing Page UI Design

In 60 seconds

TypeLanding page, concept
RoleSolo: concept, UX, UI
Time12 hours
ScopeDesktop and mobile
ToolFigma

A Berlin gaming club, designed as a space station

Task. Design a landing page for a gaming club in Berlin with its own character, story and visual language, so it stops looking like every other club site.

Problem. Gaming-club sites are nearly interchangeable: a template layout, neon gradients, no identity. The place itself has atmosphere. The site doesn't pass it on.

Solution. One idea that runs through the whole page: the club is a space station. Zones are its decks, membership plans are access passes, and one typeface, one palette and one shape language hold it together.

Project at a glance

12hFrom blank file to final screens
8Desktop sections, hero to footer
1Typeface across the whole site
2Breakpoints: desktop and mobile

The challenge

Most of these sites solve the wrong problem.

The booking flow is usually fine. What's missing is a reason to remember the site five minutes after closing the tab.

Key design challenges

One story from hero to footer

It's easy to nail a landing screen and lose the thread by the pricing table. I tested this by jumping straight to the footer: if it didn't feel like the same product, the page wasn't done.

Pricing nobody wants to read

Standard three-column pricing asks people to compare features line by line. I wanted tiers you understand from the icon alone.

A game shelf with live status

Cover art tells you nothing about whether a game is actually free to play right now.

One layout, two very different screens

The desktop version leans on side-by-side panels. At 375px they needed a real rework, since simply squeezing them would break the layout.

References

What other club sites do, and what they miss

Before drawing anything I went through gaming-club sites in Berlin and elsewhere. The same pattern kept coming up, so I wrote down what each part usually does and what I wanted instead.

Typical gaming-club site

IdentityOne neon accent over a stock dark theme. It's hard to tell one club's site from another's.
PricingA three-column feature table you have to actually read.
BookingA generic multi-field checkout form, disconnected from the rest of the site.
MobileThe desktop layout, compressed, with the personality squeezed out first.

Zero Station

IdentityOne consistent system (navy, one blue, mono type) carried from hero to footer.
PricingAccess levels you read from the icon, with no fine print to study.
BookingA three-step docking sequence that stays inside the same visual language.
MobileRebuilt panel by panel, so the identity survives along with the content.

Concept & identity

One type, one palette, one shape language

Typography, color and geometry: the three systems the rest of the page is built from.

Zero Station UI kit — IBM Plex Mono type scale, the full color system, and core screen components (hero block, pricing access, gallery security)
Typography

Monospace type reads like a terminal on an onboard computer. I used one typeface across the whole site on purpose, so the station concept holds from the headline down to the smallest technical label.

Color

The palette is built on restraint. The deep navy background gives a sense of space, the accent blue directs attention and green signals status.

Shape

Sharp corners with one clipped edge, bottom right, reference technical drawings and industrial design.

Design decisions

Once the concept was set, most decisions made themselves.

I didn't design the pricing table and the booking flow as separate problems. Treating the club as a station gave both an obvious shape.

Membership tiers became access levels, shown as a physical pass.

Access as a pass

Booking became a 3-step docking sequence: scan, pick a zone, confirm.

Booking flow

Zones became decks, each with its own card, so the VR deck doesn't get lost in a floor plan.

Zones as decks

Games got live status tags, the way a game client shows its servers.

Live status
Why it matters

Most gaming-club sites treat pricing, booking and the games list as three unrelated modules, as if three different people built them at three different times. Here they come from one decision, applied three times.

01

Access levels

Three tiers, shown as levels you unlock. The difference is clear without comparing plans line by line.

Design note

This screen has barely changed since the first sketch in the original deck. The pass-card layout worked from the start.

Zero Station access levels — membership tiers presented as a physical access pass
02

Three steps, one scroll

Scan, pick a zone, confirm. There's no separate checkout page: the whole flow stays in the same section as everything else.

Zero Station how-it-works section — three-step booking flow shown as a docking sequence
03

Not every desk is the same desk

Each zone, including the new VR deck, gets its own card, so none of them gets lost in one shared floor plan.

Zero Station zone selection — cards for each gaming zone including the VR deck
04

Status tags for every game

Active, queued, in maintenance: the same status language a game client uses for its own servers. Cover art alone doesn't tell you whether a game is free to play right now.

Zero Station game library — grid of titles with live status tags and genre labels

Screens

The page, top to bottom

The hero opens with station coordinates. The facility comes before prices: you should know what you're walking into before anyone asks you to pay.

Zero Station landing page hero — dark space-station themed header with primary booking call to action

What you'd actually see walking in

A floor plan and real stats about the space, so the club reads as a real place.

Why it's here

A lot of club sites jump straight to pricing. I put the facility tour first on purpose: you should know what you're walking into before anyone asks you to pay.

Zero Station facility section — welcome copy, key stats, and floor plan of the physical club

Proof the room is real

Photos of the actual space next to the events strip. This part keeps the page from reading like a one-off mockup.

Zero Station gallery — real photos of the club's zones and setups
Zero Station community section — events and member highlights

Mobile version

Same system, stacked for one hand

Side-by-side console panels don't survive a narrow viewport. The mobile version keeps the same seven-part structure (enter, facility, zones, games, access, gallery, community), full-width and trimmed to what still reads at a glance.

Mobile adaptation notes

One panel at a time

Side-by-side console panels become full-width stacked cards, same reading order as desktop.

Zones stay scannable

Zone cards, VR deck included, keep their status tags and icons, resized for one column.

Access levels condense

Pass-style tier cards drop secondary detail but keep the level number and headline perk visible without a tap.

Typography holds the identity

Mono type and bracketed section labels carry over unchanged, so mobile still reads as the same product.

Zero Station mobile version in four parts: hero and facility, zone cards and game library, access levels, gallery, community and footer

Result

One idea, carried from hero to footer in 12 hours.

Zero Station is a concept, so there are no conversion numbers. What it shows is how far one clear idea can carry a page: pricing, booking and the game list all come from the same decision.

What I'd do next

Test the access passes

Five-second tests with club regulars: can they tell the plans apart from the pass alone?

Prototype the booking

Click through the three docking steps on a phone and time how long a booking takes.

Real content

Swap placeholder photos and the game list for the club's own, with live seat availability.

Motion

A short docking animation between steps, kept under a second and off for reduced motion.

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