Game7

I led five concepts to one hero screen.

Five interface directions, then the hero screen I kept. The pacing aim was about 40 days to finish a hero, within 10%.

My role
Senior Product Designer
Scope
Hero Progression · Economy pacing · Quests, Profile & Guilds
Delivery
Shipped product work
01

Five directions, with the reasons on the boards

The boards test hero presence, item management, and progress. The notes on the images say why a direction stopped.

01 / 05

Reason for disqualification: information overload.

02 / 05

Reason for disqualification: 2D, boring, non-gamified.

03 / 05

Full-scale avatar + lore; paused pending a level-display need.

04 / 05

Attempt to split main-hero and sub-hero views; paused.

05 / 05

Gamified selection with a quest-progress ring; paused.

02

The hero stays in the center

Equipment sits around the character. The items panel can filter by category.

Hero display

Items panel

Items filtered by category

03

The aim was about 40 days

A full set of unique gear advances the hero. Daily quests are the guaranteed rate. Spinners add lower-probability chances. Guaranteed progress declines and duplicate-item odds rise as the hero advances.

The aim was about 40 days to finish a hero, within 10%. The steps are 6, 9, 11, and 14 days. Rare cross-level drops are a release valve when late gear gets scarce.

Duration per level (aim: about 40 days, within 10%. These steps add up to 40 days)

6d

Lvl 1 to 2

9d

Lvl 2 to 3

11d

Lvl 3 to 4

14d

Lvl 4 to completion

Guaranteed progress early, tuned scarcity late (items earned per day)

1.4/day

0.96/day

0.74/day

0.57/day

Duplicate-item rate rises as levels progress

0%

20%

30%

50%

Rare cross-level jackpot drops from daily spinners add excitement. Higher-level gear stays locked until a hero reaches that level. Guaranteed daily progress declines, duplicate probability rises, and jackpots are the release valve.

04

Quests needed a place to return to

I compared a traditional grid, an early portal, and a category rail. The final gives each quest a setting, a difficulty and completion rate, and a progression rail.

Traditional grid

Early portal

Category rail

Story-framed portal hub

05

The profile had to show identity

The original profile is a settings form. The redesign shows a tier gauge, activity stats, an active guild, and a collectible identity card. I worked the same decision on the phone.

Settings form

Identity card

Phone, original

Phone, exploration

06

Progress becomes shared

The treasury shows tokens and collectibles, with a reward-distribution action. Proposals support voting and snapshot links.

Treasury: holdings and distribute reward

Proposals: voting and snapshot links

Process archive & additional artifacts 3 sections
↳

Layout and picture explorations

Desktop layout variants, and two picture explorations. The images do not record which picture was chosen.

↳

Additional quest frames

Further frames from the quest direction.

↳

Additional Guilds screens

Home, overview, members, empty proposals, proposal detail, and activity from the same Guilds system.

Next / Mythical Games

I designed Blankos while the product direction was still open.