Elevate E-commerce

Elevate E-commerce

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Problem framing

Crash Bandicoot: On the Run! started as an experimental runner + resource-management hybrid and was later rebranded into a franchise title late in production

The accelerated rebrand timeline limited opportunities to validate the first iteration of the meta experience

After launch, research showed players were:

· Unclear about what to do next in the progression loop

· Blocked by crafting and ingredient dependencies

· Disengaging during early and mid-term sessions

I joined at the start of a full meta UX redesign plan delivered across three releases over six months

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Context, constraints, and audience needs

Context, constraints, and audience needs

Key decisions

01

Improved focus and readability across menus and tutorials

Simplified lobby navigation by replacing 3D menu environments with clarity-first 2D layouts

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←Old lobby → New lobby

←Old lobby → New lobby

Improved tutorial readability with adaptive positioning, 

HUD masking, arrows, expressive character feedback and higher contrast typography

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UX mock and Final UI mock for interactive loading screens

UX mock and Final UI mock for interactive loading screens

Introduced a linear boss roadmap so players always understood the next progression objective

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←Old boss roadmap → New

←Old boss roadmap → New

02

Making meta systems support gameplay progression

  • Visualized progression requirements directly when needed to unlock boss encounters

  • 1 run button automated the navigation between gameplay and meta depending on what part of the loop players were in

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←Early UX mock of new Run menu → Final UI version

←Early UX mock of new Run menu → Final UI version

03

Rebuilding FTUE around progression clarity

  • Consolidated legacy research insights and conducted targeted additional studies

  • Expanded onboarding across more sessions and aligned it with gameplay learning goals

  • Reduced tutorial hand-holding while ensuring economy systems would not block progression across sessions

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FTUE map of concept learning along player level

FTUE map of concept learning along player level

04

Better gameplay readability

  • Worked with the art team to adjust visual readability of threats and hazards that players misread, improving usability of world objects such as mushrooms (previously avoided instead of used as jump triggers)

  • Clarified misunderstood legacy mechanics such as checkpoint boxes through replacement progression systems (ads)

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Iterations of the first boss attack read originally as something ‘healthy’ to pick up by players

Iterations of the first boss attack read originally as something ‘healthy’ to pick up by players

Key decisions

Stronger early retention through better onboarding and meta improvements

KPI impact

↑10% Day-2 to Day-7 retention


↑13% session playtime
↑19% number of runs played


↑5% active users


↑15% ad revenue

Established stronger cross-discipline collaboration between design, UI and art teams during a critical live-service redesign phase

Introduced research-driven decision-making across the team, increasing adoption of UX insights beyond UI/UX disciplines and enabling designers, artists and gameplay teams to collaborate directly around player behavior evidence

Ready to Turn Your Idea into Reality?

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