Systems, onboarding,
and build guidance
Designing progression and player understanding across a live-service action RPG.
The challenge
Depth that was easy to earn, hard to teach.
Ungodly was built for PC. Small, dense UI and weak hierarchy made its systems difficult to scan, distinguish, and understand across devices.
- Small and denseThe interface did not scale well.
- Low hierarchyImportant information was difficult to find.
- Blurred systemsSeals, Sorcery Cards, Relics, and Skills looked too similar.
- Complexity arrived earlyNew players struggled to understand what each system did and why it mattered.
- Heavy onboardingDense tutorials created friction at key drop off points.
On a small team, I produced, wrote, and led design and art direction, using AI assisted workflows to move ideas from concept to execution.
Pause menu
Usage revealed the hierarchy.
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.
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 tutorial
Relics
Complex system flows made legible.
The initial Relics flow relied on small type, repetitive navigation, and weak hierarchy. I mapped the player journey and simplified the system into clearer flows.
Playtest iteration
Turning confusion into direction.
Playtest observations showed where players hesitated, misunderstood systems, or missed important information. I turned those patterns into focused changes.
Observe sessions
Capture hesitation, confusion, unintended choices, and friction.
Find patterns
Organize observations by cohort, context, frequency, and severity.
Prioritize issues
Focus on the problems with the greatest impact on comprehension.
Align leadership
Present recurring patterns, implications, and areas of focus.
Apply solutions
Convert decisions into changes across hierarchy, terminology, and guidance.
Additional systems
Making systems distinct.
Applied the same structural approach to World Loot, Sorcery Cards, Seals, and Skills, giving each clearer rules while keeping the experience familiar.
Outcome
Clearer paths through a complex system.
Guidance appeared in context instead of asking players to remember where help lived.
Major systems became easier to recognize and understand.
Flows, wireframes, and playtest evidence made complex decisions easier to discuss and move forward.