Lauren Salk’s Portfolio
Lauren Salk’s Portfolio
The challenge: A new vertical in a live top-grossing mobile game
The “Heroes” feature was a major addition to Game of Thrones: Conquest, a live mobile title with a large established player base and complex existing UI system.
The UX challenges of hierarchy, navigation, and integration into an existing interface needed to be solved.
I worked in Figma to create the wireframes, prototypes, IA, and design system updates for this large feature.
The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.
Players needed to quickly parse hero information and actions.
Patterns had to align with existing UI, much of which was undocumented and piecemeal.
This feature had to open the door for future expansions.
Handoffs were unclear, components were ad-hoc, and teams often had to redo work.
My role was to design the UX: creating wireframes, mapping information architecture, expanding our Figma component library, and delivering clear handoff documentation.
Beyond the feature itself, I also helped transform our UX process, which had been inconsistent and frustrating for designers, producers, and engineers alike.
Here’s what I did:
By unifying seven tools into one, we reduced errors, saved time, and restored confidence in Live Ops workflows.
💡
Understanding Requirements
I worked closely with PMs and system designers to translate game design goals into UX needs, identifying what players must see at a glance.
✏️
Wireframes & IA
I explored layouts to prioritize readability and hierarchy, testing flows against common player actions (selecting heroes, viewing stats, applying upgrades).
🎛️
Component Library Expansion
The existing library lacked patterns for a feature of this scope. I built new reusable components that supported Heroes and set groundwork for future features.
📄
Documentation & Handoff
I created detailed specifications, annotated flows, and state documentation so UI designers and engineers could implement without ambiguity.
⏩
Improving the Process
Alongside the feature work, I championed more consistent use of components and clearer UX → UI handoff steps. This reduced rework and unblocked teammates.
While the visual polish was handled by dedicated UI designers, the underlying UX framework I delivered ensured the feature was clear, consistent, and maintainable.
The final deliverables included:
These are some final wireframes for the feature, and a writeup in Confluence for handoff.

View Heroes Guide
Lauren Salk’s Portfolio
The challenge: A new vertical in a live top-grossing mobile game
The “Heroes” feature was a major addition to Game of Thrones: Conquest, a live mobile title with a large established player base and complex existing UI system.
The UX challenges of hierarchy, navigation, and integration into an existing interface needed to be solved.
I worked in Figma to create the wireframes, prototypes, IA, and design system updates for this large feature.
The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.
Players needed to quickly parse hero information and actions.
Patterns had to align with existing UI, much of which was undocumented and piecemeal.
This feature had to open the door for future expansions.
Handoffs were unclear, components were ad-hoc, and teams often had to redo work.
My role was to design the UX: creating wireframes, mapping information architecture, expanding our Figma component library, and delivering clear handoff documentation.
Beyond the feature itself, I also helped transform our UX process, which had been inconsistent and frustrating for designers, producers, and engineers alike.
Here’s what I did:
By unifying seven tools into one, we reduced errors, saved time, and restored confidence in Live Ops workflows.
💡
Understanding Requirements
I worked closely with PMs and system designers to translate game design goals into UX needs, identifying what players must see at a glance.
✏️
Wireframes & IA
I explored layouts to prioritize readability and hierarchy, testing flows against common player actions (selecting heroes, viewing stats, applying upgrades).
🎛️
Component Library Expansion
The existing library lacked patterns for a feature of this scope. I built new reusable components that supported Heroes and set groundwork for future features.
📄
Documentation & Handoff
I created detailed specifications, annotated flows, and state documentation so UI designers and engineers could implement without ambiguity.
⏩
Improving the Process
Alongside the feature work, I championed more consistent use of components and clearer UX → UI handoff steps. This reduced rework and unblocked teammates.
While the visual polish was handled by dedicated UI designers, the underlying UX framework I delivered ensured the feature was clear, consistent, and maintainable.
The final deliverables included:
These are some final wireframes for the feature, and a writeup in Confluence for handoff.

View Heroes Guide
Lauren Salk’s Portfolio
Lauren Salk’s Portfolio
The challenge: A new vertical in a live top-grossing mobile game
The “Heroes” feature was a major addition to Game of Thrones: Conquest, a live mobile title with a large established player base and complex existing UI system.
The UX challenges of hierarchy, navigation, and integration into an existing interface needed to be solved.
I worked in Figma to create the wireframes, prototypes, IA, and design system updates for this large feature.
The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.
Players needed to quickly parse hero information and actions.
Patterns had to align with existing UI, much of which was undocumented and piecemeal.
This feature had to open the door for future expansions.
Handoffs were unclear, components were ad-hoc, and teams often had to redo work.
My role was to design the UX. Here’s what I did:
By unifying seven tools into one, we reduced errors, saved time, and restored confidence in Live Ops workflows.
💡
Understanding Requirements
I worked closely with PMs and system designers to translate game design goals into UX needs, identifying what players must see at a glance.
✏️
Wireframes & IA
I explored layouts to prioritize readability and hierarchy, testing flows against common player actions (selecting heroes, viewing stats, applying upgrades).
🎛️
Component Library Expansion
The existing library lacked patterns for a feature of this scope. I built new reusable components that supported Heroes and set groundwork for future features.
📄
Documentation & Handoff
I created detailed specifications, annotated flows, and state documentation so UI designers and engineers could implement without ambiguity.
⏩
Improving the Process
Alongside the feature work, I championed more consistent use of components and clearer UX → UI handoff steps. This reduced rework and unblocked teammates.
While the visual polish was handled by dedicated UI artists, the underlying UX framework I delivered ensured the feature was clear, consistent, and maintainable.
The final deliverables included:
These are some final wireframes for the feature, and a writeup in Confluence for handoff.

View Heroes Guide Website