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

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

03
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
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
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
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.

