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Wireframe example for Favorite/Pin Items
An example interpretation of the prompt
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Favorite/Pin Items

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Design the favorite/pin interaction inside a game inventory screen. The player should be able to mark items they want to keep close for quick access, crafting, or loadout prep without leaving the inventory flow.

This is not a separate management page. The pin state should live on the item card or item detail row and feel native to controller, mouse, or touch input depending on the game UI. The affordance needs to be obvious even when the grid is crowded.

Show how pinned items are distinguished from normal items at a glance. The state should survive sorting and filtering so players can still find the items they rely on most, whether they are browsing weapons, materials, or consumables.

Make the interaction fast and low-friction. The player should understand how to pin, unpin, and spot pinned items in the inventory, and the UI should make it clear why a pinned item matters during crafting or quick access.

Think about how the pinned state is surfaced in the inventory context: a small marker, a dedicated section, or a subtle reorder cue. The design should feel like part of the item system, not a separate favorites feature bolted on top.

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Use one consistent pin marker across the item card, item detail, and any pinned-only view so players never have to relearn what the state means.

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