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Re-Design for Store and Inventory Management

With the game being built without UX methods, this was to modernize the store as well as help increase monetization efforts

Objective

An overdue upgrade to help the games health by making what a player owns easier to navigate while also giving marketing a dynamic landing page and players less clicks to purchase new items

My Role

Research

System Design

Stakeholder Pitches

Product Management

Dynamic Prototyping

Illustration

Unreal Implementation

Tools

Figma

Adobe XD

Illustrator

Photoshop
Unreal Engine

Team

Myself

UI Artist
UI Programmer

Duration

Started Feb 2023

Launched Jan 2024

The Challenge

Despite it being the revenue center of the game, the users experience of making a purchase in game was hidden and filled with friction points.

The game had never made the revenue numbers that stakeholders had hoped for. However the store was lacking in intuitive flow and ease of use.
Research and many meetings with how to proceed with our limited tech allowed me to create an extensive plan of how to update the store.

Confusion

It took 7 to 11 clicks for a player to find an item they could purchase within the store.

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Tech Limitations

The game was built from a port of a port of a port so there were many systems like inventory management that needed extensive workarounds

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Inflexibility

The landing page was very locked in and left little room for the marketing team to try new strategies beyond the type of content.

Result

Success rates increased in proportion to the number of individual inputs required to track a meal. Meals involving more than 10 ingredients increase unlikelyhood to track the meal by 43.2%

How might we reduce friction while increasing consumer confidence in their ability to find their purchases while encouraging more investment in the game?

The Solution

New Flow

When this update went live in Jan 2024 stakeholders were considering pulling all development from the game. Thanks to the new revenue this update provided, the game remained staffed until February 2025.

The update was also well received by the players which is uncommon when addressing such central out of game flows. It was a testament of how much players had adapted to an ineffective system rather than being perceived as an odd developer update

Old Flow

Key Features

The scariest and most imperative part of the changes was from the main menu. Players had already learned the flow of the game so any base changes added had to quickly ease them into recognizing why. 

Easier access to their game history and inventory was indicated by my research so that was prioritized alongside adding an add button to encourage other investments in the game

Strengthening Inventory to Store

Management

Adding a flexible spot for the marketing team to share targeted items to the players. This also allowed new items to be easier to discover as the landing page would repopulate with different purchasable items. This had an added benefit of helping fix the gold economy within the game.
 

Dynamic Store Landing Page

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Research and Planning

Survey Monkey, Answer Rocket, and Tableau

After each patch, myself and our Community manager would collaborate on asking strategic questions to help guide future development. With knowledge of these trends services like Tableau we were able to refine future system updates. Before the store overhaul we did an update on the event pass and took that feedback to help educate our decisions.

problems:

  • To many clicks to purchase and lack of flexibility of marketing

  • Revenue was in the red, and needed to get the game in the black to keep development going

pain points:

  • Ridgid backend systems involved with inventory systems

  • content images were limited to 256x256 due to years of lost of sourcefiles

  • The team was small consisting of: Myself, 1 UI artist and 1 UI programmer

Itemize each task and label it as Must Ship, High Priority, and Nice to have. Development was guaranteed to be dynamic so clear priorities was a necessity.

Set each item out strategically to make dynamic modifications to the plan manageable. With such a small team unpredictability is better to plan for than scramble to react to

Preplanning and making sure each task was properly T-shirt sized was needed along with weekly team syncs alongside earnest workload communication among the team

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Screenshot of created plan in Google

Strategic restructuring of Skin Presetation

As we planned a hurdle appeared. Our largest inventory image was 315x256 which limited our design. Presenting avatars at 256x256 while presenting more expensive items at a fraction larger image would diminish the buying power of our cosmetics.

We decided it was worth the resources to replace every skin and mount image within the game to a 512x512 in game render, giving us more flexibility while also adding clarity of what a skin looked like in game and reducing the cost producing splashart for each skin.

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Prototyping

System Flexibility, gray boxing, and Jira tracking

Since we were such a small team our prototyping was very simple. No flare, no branding, just pure focus on the UX flow. This expedited actionable progress as our preferred design approach ended up bloating our programmers work load. We ended

some early grayboxing

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When designing a dynamic landing page we wanted to keep it as seamless as possible. We identified each type of cosmetic and assigned it to a specific size that would populate a 6 x 3 grid.

2 x 1

  • Titles

  • Announcer Packs

  • Music Packs

  • Weapons

1 x 1

  • Avatars

2 x 2

  • Mounts

  • Loading Frames

  • Death Stamps

2 x 3

  • Skins

Let Programming lead. By prioritizing code we were able to stratigically refocus to ensure ship date

Replacing over 12000 images was a large workload but that time gave us a stronger store

Prototype Learnings

Implemented the concept of T-shirt sizing. It made quick timeline adjustments and production clarity

Navigating Production

Not just a plan, but a strategy

Once the back end was properly tasked and estimated and the layout refined and iterated on I started setting up the systems in engine while my other UI/UX Designer focused on the art

Unfortunately Smite 2 production was prioritized by steakholders and I lost my art help 8 weeks before launch. It had a visual impact on the released product, but thanks to the planning during preproduction our now team of 2 were able to adjust.

A few High priority tasks were dropped, but those decisions were quick to make. Strictly shipping the MVP may hurt as a developer, but it is a part of live se development.

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More finalized design

Results

New Flow

Not perfect, but on time

After a 6 month process no matter the state we had a hard ship date. While we had to pivot a ton, we did get every Must ship task done. At this point the stakeholders were talking about shutting down active development on Paladins. Thanks to the uptick in monetization coming from the new store that decision was delayed another 14 months.

Old Flow

Kam Seidl 2025

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