Systems UX

Navigation, onboarding, and progression for a live-service action RPG.

RoleSenior UX/UI Designer
FocusSystems UX · Prototyping · Onboarding
PlatformsMobile · Console · PC
01

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.

Complete Progression Reminder wireflow
02

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.

Spotlight interaction rules and a highlighted level-up action

Combat Tutorials

An in-game walkthrough of combat tutorials.

Focus on light, combo, and heavy attacks.
03

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.

Two pause-menu design options, with the chosen direction on the right
Signal

Weak hierarchy

Frequently visited destinations were buried.

Design response

Reprioritized the menu

Regrouped related destinations and moved frequently used features into clearer, more direct paths.

Result

More direct paths to value

The revised structure made frequently used features easier to find.

Confidential analytics and internal designs are not shown.

04

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

Sorcery Cards system wireflow

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.

Seals and Skills bonus progression wireflow