MARVEL SNAP

(NDA PROTECTED)

ROLE

Product Design Intern

SKILLS

Interaction Design

Product Strategy

Prototyping

TIMELINE

3 Months

OVERVIEW

Worked on the user experience of Marvel-SNAP: the first ever fast paced mid-core CCG (collectible card game).

SUMMARY

Collaborated with designers, product managers and engineers to shape strategy, execution and product direction.

CURRENT SPACE

SNAP is one of a kind in the gaming industry.

Other trading card games often use 30–60 card decks, while SNAP's bite-sized play style revolutionized the typical pacing of the game-mode.

PROJECT 01
PROBLEM

Marvel SNAP is a collectible card game, with no way to show off your cards.

HYPOTHESES

Through self expression, SNAP can give more monetary value to cosmetic items, and drive further long term retention.

RESEARCH

To validate the hypothesis, I needed to confirm that identity expression was already an organic behavior.

RESEARCH FINDINGS

High-investment players were:

2x

more likely

to switch profile pictures across decks than
casual users!

Players active for 60+ days were 3x more likely to have a customized profile than newer players.

INSIGHT:

The data suggests that identity expression scales with engagement.

if identity is already a behavior, designing around it could deepen that investment further.

SOLUTIONS

CHANGE #1

CHANGE #2

CHANGE #3

DESIGNING AT LEVERAGE POINTS

Connecting the profile to existing social systems

BEFORE: 1 access point.

There was only currently one way to access SNAP's social system.

HOMEPAGE

ACCESS POINT #1

Alliances
Page

Member List

Alliance

Search

DECISION
POINT

View external

alliance?

User
Profile

Personal
Profile

AFTER: 4 extra access points.

Access the social features from further access points. Rather than adding features, the work focused on small structural shifts that amplified engagement across the broader social system.

ACCESS POINT #1

Alliances
Page

ACCESS POINT #2

End of

Game

ACCESS POINT #3

Profile

Picture

Personal
Profile

Member List

Alliance

Search

View external
alliance?

User
Profile

Personal
Profile

HOMEPAGE

DECISION
POINT

View external
alliance?

User
Profile

Personal
Profile

HOMEPAGE

PROJECT 02

CREATING THE UX FOR A BRAND NEW GAME-MODE.

SUMMARY

Took over a live-ops game mode mid-stream and identified a core UX problem in the existing direction.

BUSINESS PROBLEM

Within 1 week post-events, daily active users declined by ~30%..

Player churn after events reduced monetization windows and weakened long-term retention.

Event End

Daily Active

Users

Timeline

CONSTRAINTS

6-week dev cap for V1 and had to re-use existing assets.

THE BRIEF

A parallel engagement layer as an in-game event to boost return rates.

We introduced a time-limited mode that turns everyday play into shared progress, giving players a reason to return and stay engaged — without altering the main game they already know.

UX PROBLEM

As soon as I took over the previous designer's role mid-stream, I noticed a problem with the initial UX:

CORE GAMEPLAY UI

INITIAL UX

INSIGHT

The tiles meant completely different things, but looked the same.

The visual presentation was too similar to the main game-mode, so the messaging was too vague.

ICONS SYMBOLIZE

"Wins until award"

ICONS SYMBOLIZE

"Location Power"

STRUCTURE EXPLORATION

I began by re-doing the layout of the game-mode itself:

LOCATION BLITZ

SINGLE TRACK

Misrepresents event structure

LOCATION BLITZ

Win left locations

Win center locations

Win right locations

HORIZONTAL TRACKS

Wrong messaging; event is not a race

LOCATION BLITZ

3 / 8

BRANCHING PATH

Can't be at different points

INSIGHT

Progress was made when a user "won" at each location in the core-gameplay.

Thus, the layout had to reflect that relationship:

THREE LOCATIONS

=

3/3

000

Location Blitz

?

Win locations to earn rewards!

3d 10h

Next reward in: 2 tracks

30 wins

5,000

30 wins

5,000

40 wins

5,000

20 wins

5,000

20 wins

5,000

20 wins

5,000

10 wins

500

Claim?

500

10 wins

500

THREE COLUMNS

TRADE-OFF #1:

The layout matched the game rules. But the layout didn't show progress:

SOLUTION:

MOVEMENT AS COMMUNICATION

"Conveyor-belt movement" to reinforce awareness of progress, sense of achievement, & joy-pop!

DEFINING TILE STATES

Clarifies whats important to users (claimable, locked, and upcoming rewards)

DESIGN DECISION: REWARD CLAIMING FLOW

When a player earns a reward, should the system force them to claim— or should they claim it themselves?

FORCE-CLAIM FLOW

Guaranteed visibility, but interrupts the game loop.

game ends

system force opens

event page

LANDS ON “claim award” screen;

USERS FORCED TO

CLAIM

OPTIONAL CLAIM FLOW:

Preserves agency, but risks missed rewards.

game ends

USER OPTIONALLY

OPENS EVENT PAGE

USER OPTIONALLY CLAIMS BY TAPPING

ON A TILE

INSIGHT

The goal was to reduce churn. Forced claiming interrupts the loop that keeps players coming back.

COMPROMISE

Optional claiming… with a signal players can't miss.

EVENT BADGE

PULL, NOT PUSH.

Doobers draw the player's eye to claimable rewards without leaving the main screen. The player notices and chooses to engage with no interruption.

DESIGN DECISION: PUNCH CARD PROBLEM

Community sentiment declined steadily after switching to a paid card model, since users were accustomed to a free-to-play model.

greedy!

don’t care about us!

money hungry!!

SO WHAT?

We had to be very careful with how we surfaced the monetized layer. Anything that looked transactional would confirm the narrative.

3/3

000

Location Blitz

?

Win locations to earn rewards!

3d 10h

30 wins

5,000

30 wins

5,000

40 wins

5,000

20 wins

5,000

20 wins

5,000

20 wins

5,000

10 wins

500

Claim?

500

10 wins

500

3/3

000

Location Blitz

?

Win locations to earn rewards!

3d 10h

30 wins

5,000

30 wins

5,000

40 wins

5,000

20 wins

5,000

20 wins

5,000

20 wins

5,000

10 wins

500

Claim?

500

10 wins

500

3/3

000

Location Blitz

?

Win locations to earn rewards!

3d 10h

30 wins

5,000

30 wins

5,000

40 wins

5,000

20 wins

5,000

20 wins

5,000

20 wins

5,000

10 wins

500

Claim?

500

10 wins

500

TRADE-OFFS

Monetization and engagement pulled one direction. Trust pulled the other.

INSIGHT

Revenue is a lagging indicator whilst trust is a leading indicator.

CHOOSING THE USERS!

Moving the paid tier behind a swipe

10 WINS

5,000

40 WINS

5,000

5,000

􀎡

30 WINS

5,000

5,000

20 WINS

5,000

5,000

10 WINS

500

40 WINS

5,000

5,000

􀎡

30 WINS

5,000

5,000

20 WINS

5,000

5,000

CLAIM?

500

50 WINS

5,000

10 WINS

5,000

40 WINS

5,000

10 WINS

5,000

20 WINS

5,000

10 WINS

5,000

10 WINS

500


USER SWIPES













10 WINS

5,000

40 WINS

5,000

5,000

􀎡

30 WINS

5,000

5,000

20 WINS

5,000

5,000

10 WINS

500

40 WINS

5,000

5,000

􀎡

30 WINS

5,000

5,000

20 WINS

5,000

5,000

CLAIM?

500

50 WINS

5,000

10 WINS

5,000

40 WINS

5,000

10 WINS

5,000

20 WINS

5,000

10 WINS

5,000

10 WINS

500

PROJECT 03

FIRST TIME USER EXPERIENCE [FTUE] REVAMP

This work is confidential.

Please email me↗ if you'd like to chat!
REFLECTIONS
  1. Reference existing UX behaviors.

Take more initiative in understanding existing patterns and designs; knowledge compounds.

  1. Jam often and iteratively!

More often than not, your team members (not necessarily a designer either) will have a differing opinion
than you, which helps to broaden your perspectives— and ultimately grow.

  1. Growth is in the gap between the person you are now, and the person you want to be.

Don't look at the next immediate position, but rather, a couple
positions up. Position yourself for the future.

A special thank you to my manager— CJ Robinson. The growth I experienced was immeasurable, and
I'm infinitely grateful for the fantastic wisdom and mentorship.
HELLO THERE!
Always lookin' for interesting projects to work on. Reach out
and let's grab a coffee!

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