Identity crisis
No unique world, no art direction, no reason to choose 1v1.LOL over Fortnite.
Case study
Redesigning a consumer mobile game for millions of daily players.
Context
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
Problem
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.
No unique world, no art direction, no reason to choose 1v1.LOL over Fortnite.
Bots died automatically. Players “won” without earning it. D3 churn was almost inevitable.
Trophy Road had no meaningful rewards. Nothing created a reason to come back.
My role & leadership
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.
Process
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.
Key design decisions
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.
Chosen: Progressive disclosure — priority hierarchy; less critical elements hidden until relevant.
Cognitive overload in the first match was a direct driver of D3 churn.
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.
Visuals
Outcomes
+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.
Reflection
“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.