1
Store Refactor and Inventory Rework
Monetization of the game had been a long time issue. The users were expected to go through 7 clicks to purchase an item which is 4 more than the average experience. Here we not only streamlined purchases, we were able to add more inventory sorting, speed up the back end, and making the flow between items owned and items to buy more fluent and accessible.


2
Questing Rework
Reconciling an over bloated system to streamline and simplify the user flow. This new feature was to help increase user interaction as well as reduce tech debt each patch by making an easier system for the Designers to work within. Strategically I also combined daily quests with the 8 week questing system for a one stop screen for users to interact with, helping ease new user learning and reducing player frustration by centralizing this data together.
3
Daily Login Modernization
Daily login needed a visual and experience refresh. In this new model we were able to emphasize the chase by reducing the full month model to a 7 day system, as well as remove the feeling of being "punished" if you missed a day by letting you claim the 7 day rewards in your own time.




4
Botique UI for Champions
Designed, implemented, and animated unique devices to help track different abilities between different characters. Due to technology restraints all animations were hand animated png sequences.