Systems, onboarding,
and build guidance

Designing progression and player understanding across a live-service action RPG.

RoleSenior UX/UI Designer
Project typeMobile action RPG
Live-service systems
ResponsibilitiesSystems UXPrototyping & playtest iterationNavigation & onboardingAI-assisted documentation
01

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.

02

Pause menu

Usage revealed the hierarchy.

Usage revealed that frequently visited destinations were buried while lower-value options occupied more prominent positions.

Existing pause menu. Select the image to inspect it at full size.
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.

03

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

04

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.

Relics: released player flowSelect the image to explore the complete flow and wireframes.
Design responseSimplified the flow, reduced text, strengthened hierarchy, and made progression moments feel distinct.
05

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.

01

Observe sessions

Capture hesitation, confusion, unintended choices, and friction.

02

Find patterns

Organize observations by cohort, context, frequency, and severity.

03

Prioritize issues

Focus on the problems with the greatest impact on comprehension.

04

Align leadership

Present recurring patterns, implications, and areas of focus.

05

Apply solutions

Convert decisions into changes across hierarchy, terminology, and guidance.

06

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.

07

Outcome

Clearer paths through a complex system.

Player understanding

Guidance appeared in context instead of asking players to remember where help lived.

System distinction

Major systems became easier to recognize and understand.

Team alignment

Flows, wireframes, and playtest evidence made complex decisions easier to discuss and move forward.