Project5 / 10

Game & Website UX / 2024

Seedworld

A shared visual and interaction system across Seedworld’s responsive website and in-game interfaces.

My role
Senior UX/UI and Product Designer
Client
Seedworld
Scope
Responsive main and Creative Mode websites · HUD and menus

Led website UX/UI from wireframes to final screens and designed in-game menus, HUDs, inventories and rewards with game designers and engineers.

Overview

Seedworld needed a consistent experience from learning about the game on the web to playing and creating inside it.

The website had to explain the path to play, while game interfaces needed to support deeper inventory, building and progression tasks.

Design choices

Shared components, iconography and visual rules connect the main website, Creative Mode, character and mode selection, gameplay HUD and in-game menus.

  • Give the main game and Creative Mode distinct entry points within one visual system.
  • Keep build controls and gameplay information visible without competing with the world.
  • Reuse patterns across inventory, map, research and rewards to support future updates.

Results

  • +38% increase in website session duration.
  • +26% improvement in new-player onboarding completion.
  • +30% higher interaction with in-game menus.
  • Faster seasonal interface expansion through modular UI.

Figures reported in the original Seedworld case study; measurement windows and baselines were not provided.

Project details

Read the process

Game Product Showcase

  1. Align on player needs

    Combined stakeholder discussions, user research, competitor review and community feedback to identify the path from discovery to play.

  2. Structure the navigation

    Mapped journeys and flows, using information architecture, card sorting and tree testing to check navigation and define the core features.

  3. Design across web and game

    Developed responsive website layouts alongside HUDs, character and mode selection, inventories, maps and research screens, supported by common components and brand assets.

  4. Refine and hand off

    Iterated through usability feedback with game designers and engineers, then prepared modular components for handoff and future seasonal content.

Tools Used

Project tools

  • Figma
  • Claude

Current case-study workflow

  • Codex
  • Notion

Current documentation and presentation workflow; not a claim that these tools were used during the original project.

Deliverables
  • Responsive main and Creative Mode websites
  • HUD and menus
  • Inventory, rewards and progression interfaces
  • Character and mode selection
  • Shared components, icons and visual rules
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