1v1.LOL — Full Game UX/UI Redesign

Redesigning a consumer mobile game for millions of daily players.

Game UX FTUE Progression Systems Mobile Player Research
1v1.LOL redesigned in-game HUD
80M+
Downloads
900K+
Daily users
+18%
D3 retention uplift
6
Designers led

How this work happened

My role

Senior UX/UI Designer — Team Lead

Company

JustPlay.LOL (acquired by Playtika)

Team size

24-person studio

Timeline

2022–2023

Platforms

Mobile (iOS + Android), Web, PC

Tools

Figma, FullStory, player research sessions

“No identity. No depth. No hook.”

1v1.LOL had grown to 900K+ daily users as a Fortnite training tool — but not as a game worth playing on its own. Players had no reason to return.

Identity crisis

No unique world, no art direction, no reason to choose 1v1.LOL over Fortnite.

Broken first match

Bots died automatically. Players “won” without earning it. D3 churn was almost inevitable.

No progression hook

Trophy Road had no meaningful rewards. Nothing created a reason to come back.

From product direction to sprint-ready scope

What I owned

Full player-facing experience — FTUE, in-game HUD, game modes, Champions feature, progression systems (Trophy Road, Loadout, Events), overall visual rebrand. Collaborated with concept artists and the 3D environment team.

How I led

Translated product leadership’s direction into ten interconnected sprint work areas, prioritised by impact on D1 retention and long-term engagement metrics.

Five beats from insight to live validation

01

Research

Nielsen Norman cycle, two overlapping segments (Entertainment 80%, Fortnite trainers 54%), observation plus competitive analysis across six mobile titles.

02

FTUE redesign

Bots that challenge, guided Loadout with tooltips, and HUD priority hierarchy so the first match isn’t overwhelming.

03

Champions feature

Distinct silhouettes and palettes plus parachute-drop loading so the product reads as its own game, not a clone.

04

Progression systems

Trophy Road tiers, rank-up beats, three-tier events, and GACHA surfaced on home for a coherent return loop.

05

Live testing

FullStory cohorts and D3 retention to validate every major change against real player behavior in production.

Where judgment changed the trajectory

Bots that challenge vs. bots that die

Options: Leave unchanged · Easier · More challenging

Chosen: Bots challenge new players — same level entry, tuned to be beatable but not trivial.

Observation showed winning without earning it destroyed achievement. The first win had to feel earned.

Progressive HUD vs. full complexity from the start

Options: All HUD at once · Reduced HUD, reveal over time

Chosen: Progressive disclosure — priority hierarchy; less critical elements hidden until relevant.

Cognitive overload in the first match was a direct driver of D3 churn.

Champions as cosmetic vs. Champions as identity

Options: Skins-only · Full identity layer

Chosen: Full identity — silhouettes, palettes, home, Loadout, and loading experience.

Differentiation from Fortnite was the business problem. Skins wouldn’t solve it; a cast of characters would.

Screens that shipped to millions of players

Retention, scale, and a game that finally felt its own

+18%

D3 retention uplift

Validated with live player cohorts.

900K+

Daily active users

At time of redesign.

80M+

Total downloads

Mobile, web, and PC.

6

Design areas owned

FTUE, HUD, Champions, Trophy Road, Events, Rebrand.

FTUE completion improved as players moved through the first match with less overwhelm. The events system drove measurable daily and weekly reactivation. Champions differentiated 1v1.LOL visually from Fortnite for the first time — a foundation for long-term brand memory, not just mechanics.

What stuck after ship

“Game design is systems design.” Every screen is connected through economy, progression, and emotion. You can’t redesign the FTUE without thinking about Trophy Road.

“The first five minutes are everything.” New user experience is about earned trust. Every friction point removed was an investment in the player’s willingness to return.

“Research before pixels, always.” Watching real players revealed the gap between data (high D1 churn) and reality (they didn’t understand why they won). That observation drove every decision.