← Selected work

Project overview / G-Loot

Designing for acquisition, engagement and conversion

Product design and business-development work for a rapidly growing esports platform, connecting player research with hypothesis-driven experiments and growth goals.

Research → experiment → decisionFind the signal
inside the noise.
AcquisitionEngagementConversion
Original G-Loot interface fragments provide product context. The connecting experiment field is an explanatory reconstruction.
Client
G-Loot
Role
Product Designer & Business Development
Timeline
Q3 2019–Q2 2020
Scope
Product Design · UX Research · Growth · Experimentation
Platforms
Desktop · Gaming

01 / Challenge

Grow the business without losing sight of player value.

G-Loot was growing rapidly, supporting approximately twenty games and around half a million active users while preparing for an investment round. The product aimed to make competitive gaming accessible to more players.

The team needed to improve the beta and wider product while learning what influenced acquisition, engagement and conversion. Decisions had to work for players, stand up to experimentation and support the business plan.

How might we turn player needs into product decisions that improve both the experience and measurable business performance?

02 / My role

Represent design where product and growth decisions met.

I worked with the design team across user and market research, concepts, wireframes, interviews, usability testing and iterative interface design. I helped evaluate the beta and shape a broader product redesign.

I also represented design in a cross-functional business-development team focused on acquisition, conversion and the business plan. My role connected player evidence with developers, product leaders, founders and commercial stakeholders; experiment ownership and final business decisions were shared.

Owned
Research, concepts, user flows and interface design
Influenced
Product redesign, hypotheses and growth opportunities
Collaborated
Design, development, product leadership, founders and business development

03 / Process & approach

Use qualitative and quantitative evidence together.

  1. 01

    Understand players and the market

    Interviews, usability testing and market research examined how players understood the beta, where participation became difficult and what made competitive play valuable.

  2. 02

    Turn evidence into hypotheses

    Player needs and business priorities became focused opportunities for acquisition, engagement and conversion rather than a broad list of interface changes.

  3. 03

    Design experiments, not just screens

    Concepts, flows and UI variations made each hypothesis testable. A/B tests supplied quantitative evidence alongside qualitative learning.

  4. 04

    Bring decisions back to the product

    Results were interpreted with the cross-functional team and used to inform iteration, stakeholder discussions and wider product direction.

Player evidenceBusiness question
  1. ObserveWhere does participation break down?
  2. FrameWhich behaviour should change?
  3. MakeTurn the hypothesis into a testable experience.
  4. MeasureRead the result with player context.
QualitativeQuantitative
Explanatory reconstruction created for this case study from supplied project material.

04 / Key design decisions

Connect each interaction to player and business value.

  1. 01

    Clarify the competitive proposition

    Problem / insight
    Players needed to understand the value before committing to the experience.
    Decision
    Make the path into competitive play and its value more explicit.
    Design / deliverable
    Reworked entry flows, wireframes and product concepts.
    Why it mattered
    A clearer proposition supported player comprehension and acquisition goals.
  2. 02

    Treat growth ideas as hypotheses

    Problem / insight
    Stakeholder conviction alone could not show which changes affected conversion or engagement.
    Decision
    Frame design variations around explicit questions that could be tested.
    Design / deliverable
    Experiment concepts, A/B-test variants and evaluation criteria.
    Why it mattered
    The team could compare evidence rather than relying only on opinion.
  3. 03

    Combine numbers with player context

    Problem / insight
    A metric can show that behaviour changed without explaining why.
    Decision
    Read experiment data alongside interviews and usability findings.
    Design / deliverable
    Synthesised qualitative and quantitative input for product decisions.
    Why it mattered
    Growth decisions remained connected to the experience players were having.

05 / Deliverables

Design work that could inform both product and growth.

01

Player understanding

  • Market and user research
  • Interview and usability findings
  • Beta-experience evaluation
02

Product design

  • Concepts, user flows and wireframes
  • Iterative interface designs
  • Product-redesign contribution
03

Experimentation

  • Growth hypotheses
  • A/B-test and experiment designs
  • Recommendations for acquisition and conversion

06 / Selected product evidence

A redesigned experience shaped through experimentation.

The work contributed to a broader product redesign and a more evidence-led approach to growth. Player journeys and interface concepts were developed alongside experiments for acquisition, engagement and conversion.

A small number of interface fragments show where the hypotheses became tangible. They provide product context without turning the case into a UI gallery.

G-Loot product proposition and account-creation entry point.
G-Loot competitive challenge experience for Apex Legends.
Entry propositionCompetitive challenge

Selected interface moments show where acquisition and engagement hypotheses became tangible.

07 / Impact

Design became part of measurable business development.

The supplied engagement summary reports improvements in qualitative and quantitative KPIs. Specific experiment data is unavailable, so no numerical uplift or individual experiment result is claimed.

Player experience impact

Research and iterative design informed the beta evaluation and wider product redesign.

Business impact

Design hypotheses and A/B testing contributed evidence for acquisition and conversion work.

Product & organisation impact

Design gained representation in the cross-functional business-development team and stakeholder decision-making.

08 / Reflection

What I took from this project

Experiments are most useful when the question is clear and the numbers stay connected to human behaviour. Design can bridge that gap by making hypotheses tangible and results meaningful.