Revamping the Marquee Events

Revamping the Marquee Events

How a UX redesign clarified progression and accelerated access to iconic characters

ROLE:

UX lead for the Marquee Event redesign. I owned the end-to-end player flow and player-path design, simplifying navigation and building a clear, self-contained progression loop that supported both player clarity and seasonal scalability.

TEAM:

4 Engineers

1 Game Designer

1 PM

2 Artists

1 UX Director

1 Audio

DATE:

Oct 2024

Revamping the Marquee Events

How a UX redesign clarified progression and accelerated access to iconic characters

ROLE:

UX lead for the Marquee Event redesign. I owned the end-to-end player flow and player-path design, simplifying navigation and building a clear, self-contained progression loop that supported both player clarity and seasonal scalability.

TEAM:

4 Engineers

1 Game Designer

1 PM

2 Artists

1 UX Director

1 Audio

DATE:

Oct 2024

The

OVERVIEW

The

OVERVIEW

The

OVERVIEW

The original Marquee Event flow buried requirements and confused players, causing many to drop before completing full events. I rebuilt the experience around a clear, predictable path. By surfacing rewards early and simplifying progression, the new flow keeps players moving and connects the unit’s growth to the seasonal cadence.

The original Marquee Event flow buried requirements and confused players, causing many to drop before completing full events. I rebuilt the experience around a clear, predictable path. By surfacing rewards early and simplifying progression, the new flow keeps players moving and connects the unit’s growth to the seasonal cadence.

The

CHALLENGE

The

CHALLENGE

The

CHALLENGE

The original Marquee UI forced players to piece the experience together themselves. Tier progress was unclear. Requirements were hidden behind intimidating lock icons. Rewards lived on separate tabs. And players had to leave the event entirely just to upgrade the character required to progress.

The result was friction at every step: players couldn’t tell where they were, what they needed, or whether the event was worth pushing through. The system created confusion when it should have created momentum.

The original Marquee UI forced players to piece the experience together themselves. Tier progress was unclear. Requirements were hidden behind intimidating lock icons. Rewards lived on separate tabs. And players had to leave the event entirely just to upgrade the character required to progress.

The result was friction at every step: players couldn’t tell where they were, what they needed, or whether the event was worth pushing through. The system created confusion when it should have created momentum.

The

OBJECTIVE

The

OBJECTIVE

The

OBJECTIVE

PLAYERS

Players needed a smooth path they could understand instantly: jump in, battle, upgrade, and replay without getting lost. The goal was to remove friction, eliminate dead ends, and make upgrades accessible directly inside the event.

BUSINESS

For the business, the objective was just as clear: increase tier completion, improve replay rates, and support the upgrade–purchase loop by surfacing value at the right moments without interrupting flow.

UX

At the UX level, I built a clear loop and a scalable framework for battling, progressing, and upgrading.

The

PROCESS

The

PROCESS

The

PROCESS

The goal was to fix clarity and rebuild the Marquee flow so it could support seasonal content. I grounded the redesign in how players actually interacted with the event, focusing on the moments that confused them, slowed them down, and pushed them out of the loop.

I gathered real behavior signals from player comments, a full UX teardown, competitive analysis, and pre-production alignment with PMs, designers, and the economy team. From there, I reframed the experience and partnered with the the art team to build a character implementation workflow the team could scale for future events.

Research:

My research combined player feedback, UX teardown, and competitive analysis to pinpoint where the event was breaking down. Four issues shaped the redesign. Rewards and requirements were buried on another screen, and tier states were difficult to understand, which made progress unclear. The event UI also offered no representation of the required character and made upgrading or promoting cumbersome. Finally, players could not access the store from the event UI, which interrupted the loop at the moment they were most motivated to act.

Audience:

Casual players needed more direction, core players wanted predictable value, and lapsed players needed a simple way back into the loop. The redesign put clarity first, surfacing value early and giving every player a clear, reliable next step.

Define:

In pre-production, I mapped the core actions players take during a Marquee event using the same systematic process I apply to all feature work. For this redesign, two actions emerged as the anchors. Character investment drives long-term engagement, and progress tracking helps players understand where they are and what unlocks next. These became the foundation for the Marquee UI.

Player Actions

The sticky diagrams show examples of how I break actions into clear, interactive states. They visualize player intent, state changes, and the feedback needed at each step. This framework defines the logic before any screens are built, ensuring the UI reflects how players actually think and move through the experience.

Ideate:

Player Paths

To validate the core actions, I mapped the full end-to-end player journey across the Marquee Event. This included discovering the unit, checking requirements, upgrading, investing, and battling through each milestone. The path exposed where momentum broke down and how players moved between inspection, upgrade, and replay loops. It helped the team see the experience as one connected system and guided the pacing, clarity, and upgrade moments that shaped the final redesign.

Information Architecture

I mapped the full Marquee flow from entry to battle completion and the upgrade loop to reveal every state change and return path. This exposed redundant routes and unclear transitions that slowed players down.

The updated IA clarified how players enter the feature, branch into battle or upgrade loops, move through locked and unlocked tiers, and return to the main event view. It created a simple, readable structure that became the backbone for the new player paths and wireframes.

Design:

Wireframes

I created a complete set of high-fidelity wireframes that mapped the entire Marquee loop from entry to reward collection. These screens became the primary source of truth for developer handoff and kept design, art, and engineering aligned throughout implementation.

Prototype

I created a working Figma prototype that demonstrated the Marquee experience end to end. It aligned the team around the new flow, served as the primary reference for engineering, and I gave the studio a clear, playable preview of the feature during weekly review meetings.

The

SOLUTION

The

SOLUTION

The

SOLUTION

I rebuilt Marquee as a single, cohesive flow where players never lose context. Character representation sits directly in the event UI, supported by clearly labeled, high-contrast UI elements that make progress and requirements obvious at a glance. Unlocking, upgrading, and promoting all happen in one place with immediate feedback. Rewards surface early, tier states are unmistakable, and store access is integrated into the loop so players can buy packs and bundles at the moment they are most motivated.

The result is a streamlined system that replaces confusion with momentum and guides players through the event with confidence.

The

RESULTS

The

RESULTS

The

RESULTS

Characters tied to the new Marquee experience became the top unlocks within the first week. Players invested quickly, pushing these units to higher star levels faster than expected. The redesigned flow made progression feel purposeful, and players responded by staying in the loop, upgrading early, and following the momentum all the way through.

Top Characters by 5 Stars + Unlock Share (First 7 Days)

The

UPDATES

The

UPDATES

The

UPDATES

After launch, we continued refining the experience based on player behavior and real usage. We improved legibility by increasing contrast and clarifying tier states, making it easier to understand progress and requirements at a glance.

Initial Experience

Refined Experience

We also addressed momentum breaks when players returned to the event. The experience now auto-centers on the next actionable tier, keeping players in flow instead of forcing them to scroll to reorient. These updates reinforced the clarity-first design and helped the Marquee framework remain readable, efficient, and scalable as new events rolled out.

Initial Experience

Refined Experience

The

TAKEAWAY

The

TAKEAWAY

The

TAKEAWAY

This project reinforced that clarity is a growth lever. When players can see their progress, understand their options, and act without friction, momentum follows. By unifying character investment, progression, and rewards into a single, readable loop, the Marquee Event shifted from a confusing system into a predictable, scalable experience that players trusted and engaged with.

For me, the lesson was clear. Start with player intent, design the system before the screens, and treat clarity as a first-class feature. When the experience is easy to read, both players and the business move faster.