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Teams Feature

UX/UI

As the game runs some team-based events, the need for collaboration and social connectivity was high. Together with my team, I designed the foundation of a team-based structure with an aim on making the player experience better for being in a team; with the opportunity to customise around the team-based events.


Me and my team held qualitative interviews, and ran a competitor analysis. The challenge was to deliver a new feature that fits in to the core of the game, the main navigation, and is tied to other big events without denoting the flow for the player. This required high attention to detail and communicating a lot with the team; we are changing the main experience and we needed to make sure we covered all the edge cases and any potential pain points.

 

I was responsible for the wireframes, flows, prototypes, future iterations and bundling with other events.

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I spent time iterating and often communicating with my team to make sure we were are all on common ground as the process developed. A new feature brings a lot of challenges and learnings, as the tech can be limited, I needed to be flexible and together with the team, find new design solutions that fit the limitations, but don't compromise on the player experience.

 

We developed a foundation for a team-system where the player can create and join teams. With this we opened up for the team-based events to have more meaningful play. The community highly appreciates the feature and we have the chance to iterate and build upon the base, to release design and exiting possibilities with social play.​

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