Systems UX
Navigation, onboarding, and progression for a live-service action RPG.
Progression reminder
Making upgrading easier for players.
Problem: Players were entering battles underleveled. Alongside team recommendations, I added reminders that surface available upgrades and guide players to missing resources when they can’t level up.

Onboarding
Teaching the system through action.
The original tutorials relied on dense text and slideshow interfaces. I shifted guidance into the experience, introducing one idea at a time.
Combat Tutorials
An in-game walkthrough of combat tutorials.
Pause menu
Usage revealed the hierarchy.
For the Pause Menu, usage revealed that frequently visited destinations were buried while lower-value options occupied more prominent positions.

Weak hierarchy
Frequently visited destinations were buried.
Reprioritized the menu
Regrouped related destinations and moved frequently used features into clearer, more direct paths.
More direct paths to value
The revised structure made frequently used features easier to find.
Confidential analytics and internal designs are not shown.
More systems work
Making systems distinct.
Applied the same structural approach to Sorcery Cards, Seals, and Skills, giving each clearer rules while keeping the experience familiar.
Sorcery Cards
Green stars mark updates made in response to feedback, making revisions easy to scan in the full flow.

Seals and Skills
The previous screen made Seal bonuses look like part of a locked skill track. I clarified the two systems with radial skill-level indicators, stat changes, visible shard milestones, and links between Seals and Skills.
