Price of Glory:

Main Menu Revamp

Main Menu Revamp

An overhaul of the Main Menu and core navigation of Price of Glory to improve clarity, flow, and scalability.

An overhaul of the Main Menu and core navigation of Price of Glory to improve clarity, flow, and scalability.

BACKGROUND

The Main Menu of a game plays a critical role in not only setting the tone for new players, but also ensuring that every journey the user could embark on is as streamlined and intuitive as possible. My goals with updating the Price of Glory main menu were to provide clarity to new users of what they can do, streamline the major gameplay loops, and ensure that our main menu could scale to account for future features.

The Main Menu of a game plays a critical role in not only setting the tone for new players, but also ensuring that every journey the user could embark on is as streamlined and intuitive as possible. My goals with updating the Price of Glory main menu were to provide clarity to new users of what they can do, streamline the major gameplay loops, and ensure that our main menu could scale to account for future features.

ROLE

UX Designer

TIMELINE

3 months

SKILLS

Design, Research, Wire-framing, Prototyping

TOOLS

Figma

THE CHALLENGE

Help players get to the fun

Help players get to the fun

The previous iteration of the Price of Glory main menu focused on the company’s goal of placing tournaments immediately in front of the user. However, this design had limitations. The layout users landed on did not make it immediately clear where the user was supposed to go or what the user was supposed to do. Furthermore, the current design was quickly proving to be limiting when adding new features to the game.

Considering the problems presented, we needed an updated design that would allow us to more intentionally guide players through the game and allow us the flexibility and space to grow as we were rapidly adding new features to the game.

THE SOLUTION

A Main Menu that intentionally utilizes space to lessen cognitive load with room to grow

A Main Menu that intentionally utilizes space to lessen cognitive load with room to grow

Players have quick access to gameplay with visual emphasis used to draw new users to the action. Flows are intentionally broken down into paths that help to get users quickly into a match, while not overloading new users with options. All while still highlighting the excitement and appeal of tournaments.

Beyond the improvements to the user experience, this new design is able to scale and grow with new features to alleviate the need to rearrange the UI every time a feature is added.

STEP 1

RESEARCH

In order to best evolve the Main Menu design for Price of Glory, I wanted to first analyze some core patterns in other mobile games and see how competitors handle some of the design issues we were trying to address. The goal is to figure out how we can make the intended flows clearer and design with future features in mind.

COMPETITIVE ANALYSIS

I analyzed a variety of successful mobile games to identify key patterns in user journeys, as well as some games that more specifically reflected some of the unique aspects of our game such as asynchronous matches.

01

Battle Button

Battle Button

Many successful apps I looked at had a clear, eye-catching “Battle” or “Play” button to quickly draw players into the action.

Many successful apps I looked at had a clear, eye-catching “Battle” or “Play” button to quickly draw players into the action.

02

Game Modes

Game Modes

Game modes were organized in a way where it was clear what differentiates them from other game modes.

Game modes were organized in a way where it was clear what differentiates them from other game modes.

03

Active Matches

Active Matches

While the flow and layout of active matches varied in games, there was some overlap in the key information displayed.

While the flow and layout of active matches varied in games, there was some overlap in the key information displayed.

04

Scale

Scale

There are different layouts and patterns that lend themselves well to scalability. The challenge was figuring out what structure would best fit our game.

There are different layouts and patterns that lend themselves well to scalability. The challenge was figuring out what structure would best fit our game.

STEP 2

DESIGN

With these discoveries, I worked on sketching out some different options for Main Menu layouts and creating a low-fidelity mockup and prototype that were then handed off for the high-fidelity designs and implementation.

USER FLOW

Core player loops

Core player loops

Breaking down the different types of matches a player could join helped me discover different ways to group choices the player would have to make in a way that makes it easier to understand and allows them to quickly make those decisions, without sacrificing the speed and effort it takes to get into a match.

WIREFRAMING

Design for clarity and growth

Design for clarity and growth

After spending time on a few low-fidelity wireframes, I was able to narrow down to one design that captured the needs of our game that included some essential elements to address the problems with our current design.

01

Battle Button

Battle Button

Displaying a large, prominent Battle Button on the Main Menu makes it clearer to new users how to get to the action and see what the game is like.

02

Expanded Options

Expanded Options

Grouping the match options under the expanding Battle Button helps to lower the cognitive load on landing and present choices in bite-sized chunks.

03

Active Matches

Active Matches

With the Main Menu change, it was important that Active Matches still be highly accessible.


Making it a floating action button that opens its own screen allows us to create options for players to launch their Active Matches List from other places in the app, such as within matches.

04

Scalable UI

Scalable UI

Having our main components on the Main Menu scrollable gives us the flexibility to add more content and features as we grow without having to rearrange and recreate everything.

Our left navigation hub also gives us room to add more options if needed or even convert to a scrolling navigation menu.

Having our main components on the Main Menu scrollable gives us the flexibility to add more content and features as we grow without having to rearrange and recreate everything.

Our left navigation hub also gives us room to add more options if needed or even convert to a scrolling navigation menu.

STEP 3

RESULTS

The final design balanced quick access to gameplay with low cognitive load, all while giving us room to grow and add more features.

STEP 4

REFLECTION

If given the chance to iterate further, there are a few additional elements I would love to improve to refine the Main Menu design.

01

Hamburger Menu

Hamburger Menu

For our first version we did not have enough features to require a hamburger menu option. However, I think it would be good to go ahead and incorporate it to make more buried options more accessible and get users used to it as a navigational element.

02

Interaction Design

Interaction Design

With the given time frame and resources, our animations were limited. Given more time, I would have loved to make the animation of the Battle Button expansion a smoother and more fun transition for added polish.

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