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Quests

Quests

The design of the Quests game mode, its placement, and structure.

The design of the Quests game mode, its placement, and structure.

BACKGROUND

The Quests game mode introduced a new, structured way for players to engage with AI-driven scenarios, requiring thoughtful integration into the main menu and a scalable content hierarchy.

The UX challenge was to support multiple quest categories, growing mission chains, and individual quest detail pages without overwhelming players. My goal was to design a flexible system that balanced clarity, progression, and future expansion.

ROLE

UX Designer

TIMELINE

1 month

SKILLS

Design, Research, Wire-framing, Prototyping

TOOLS

Figma

THE CHALLENGE

Balancing clarity, structure, and scalability

Balancing clarity, structure, and scalability

The most challenging aspect of designing the Quests experience was creating a clear and approachable structure for a growing set of unique scenarios, while ensuring the mode fit naturally within the main menu and could scale alongside future content.

THE SOLUTION

A layout that highlights progression while encouraging exploration

A layout that highlights progression while encouraging exploration

I created a design that allowed players to have quick access to browse all the Quest categories or pick up where they left off with their last Quest.

STEP 1

RESEARCH

In talking with our team about the goals and functions of Quests, I was inspired to look beyond traditional mobile games for inspiration and study streaming platforms.

COMPETITIVE ANALYSIS

With the competitive analysis, I focused on how streaming platforms solve similar challenges of organizing large content libraries and surfacing in-progress content.

01

Grouping similar content

Grouping similar content

Many platforms used swim lanes to group related content in a scannable way, allowing users to quickly understand categories.

Many platforms used swim lanes to group related content in a scannable way, allowing users to quickly understand categories.

02

Surfacing in-progress content

Surfacing in-progress content

Highlighting content that is in progress helps to reinforce momentum by allowing users to return to the action quickly.

Highlighting content that is in progress helps to reinforce momentum by allowing users to return to the action quickly.

03

Supporting scale

Supporting scale

Having a “view all” option provides the ability to support a high number of items in each category without overwhelming the user.

Having a “view all” option provides the ability to support a high number of items in each category without overwhelming the user.

STEP 2

DESIGN

I designed the Quest experience by mapping how players discover, resume, and progress through quests, then translated that into scalable wireframes based on insights from my research.

USER FLOW

Core Quest Loop

Core Quest Loop

Mapping out the user flow helped define clear paths for resuming progress and discovering new content, supporting both momentum and exploration.

WIREFRAMING

Supporting Momentum and Exploration

Supporting Momentum and Exploration

Keeping my observations in mind, I created the wireframes to prioritize player momentum and exploration through clear entry states, familiar browsing patterns, and transparent communication.

01

Resume or Explore

Resume or Explore

The Quest component on the Main Menu highlights the progression of the current quest. The options given encourages players to jump back into the action, while also giving them the choice to explore more quests.

02

Familiar Discovery Models

Familiar Discovery Models

Designing our Quest List page after typical streaming platform patterns helps to lower cognitive load and set us up for scaling.

03

Status-Aware Previews

Status-Aware Previews

It was important to clearly communicate the status of quests so that users could clearly and quickly understand if they wanted to interact with specific quests.

04

Progression Tooltips

Progression Tooltips

Some quests require the player to complete the missions in order. Using tooltips clearly communicates to the player why certain missions in a quest are locked.

STEP 3

RESULTS

The final design established a clear, scalable Quests system that made it easy for players to discover, resume, and progress through missions.

STEP 4

REFLECTION

Given the chance to iterate further, there are a few additional elements I would love to add to enhance the Quest experience for players.

01

More rewarding Quest completion

More rewarding Quest completion

Given more time and resources, I would have loved to make the animation for when you complete the last mission of a quest more exciting to really emphasize the accomplishment for the player.

02

Suggested Quests

Suggested Quests

As we expand our Quest library, introducing personalized recommendations, similar to patterns found in streaming platforms, could help to surface relevant content for players and aid in retention.

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