Lauren Salk’s Portfolio

Lauren Salk’s Portfolio

Heroes Feature

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 Problems

The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.

  • Clarity

    Players needed to quickly parse hero information and actions.

  • Consistency

    Patterns had to align with existing UI, much of which was undocumented and piecemeal.

  • Scalability

    This feature had to open the door for future expansions.

  • Internal UX Process

    Handoffs were unclear, components were ad-hoc, and teams often had to redo work.

My Role

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:

  • Designed wireframes and information architecture for the feature.
  • Expanded our Figma component library to support this new vertical.
  • Produced handoff documentation to guide UI designers and implementers.
  • Helped refine our UX process, making it smoother and more reliable.

My Process

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.

Solution

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:

  • Wireframes showing the full Heroes flow.
  • Information architecture for hero stats, actions, and navigation.
  • Expanded Figma components tailored for scalability.
  • Documentation packs with behaviors and states.

These are some final wireframes for the feature, and a writeup in Confluence for handoff.

Results

  • Delivered a shippable UX for an important new vertical in a live game.
  • Helped GOTC surpass its revenue targets for 2020, the year that the Heroes Feature launched, largely due to the success of Heroes.
  • Reduced rework and confusion thanks to clearer documentation and handoff.
  • Improved collaboration between UX, UI, and engineering.
  • Strengthened the design system with reusable components.
  • Helped transform a frustrating UX process into one the team could trust.

View Heroes Guide

Get in touch →

Discord Link
Mailto Link - email

Lauren Salk’s Portfolio

Heroes Feature

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 Problems

The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.

  • Clarity

    Players needed to quickly parse hero information and actions.

  • Consistency

    Patterns had to align with existing UI, much of which was undocumented and piecemeal.

  • Scalability

    This feature had to open the door for future expansions.

  • Internal UX Process

    Handoffs were unclear, components were ad-hoc, and teams often had to redo work.

My Role

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:

  • Designed wireframes and information architecture for the feature.
  • Expanded our Figma component library to support this new vertical.
  • Produced handoff documentation to guide UI designers and implementers.
  • Helped refine our UX process, making it smoother and more reliable.

My Process

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.

Solution

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:

  • Wireframes showing the full Heroes flow.
  • Information architecture for hero stats, actions, and navigation.
  • Expanded Figma components tailored for scalability.
  • Documentation packs with behaviors and states.

These are some final wireframes for the feature, and a writeup in Confluence for handoff.

Results

  • Delivered a shippable UX for an important new vertical in a live game.
  • Helped GOTC surpass its revenue targets for 2020, the year that the Heroes Feature launched, largely due to the success of Heroes.
  • Reduced rework and confusion thanks to clearer documentation and handoff.
  • Improved collaboration between UX, UI, and engineering.
  • Strengthened the design system with reusable components.
  • Helped transform a frustrating UX process into one the team could trust.

View Heroes Guide

Get in touch →

Discord Link
Mailto Link - email

Lauren Salk’s Portfolio

Lauren Salk’s Portfolio

Heroes Feature

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 Problems

The Heroes feature had to prioritize the following goals against existing systems, while also making something slick, enticing, and exciting for players.

  • Clarity

    Players needed to quickly parse hero information and actions.

  • Consistency

    Patterns had to align with existing UI, much of which was undocumented and piecemeal.

  • Scalability

    This feature had to open the door for future expansions.

  • Internal UX Process

    Handoffs were unclear, components were ad-hoc, and teams often had to redo work.

My Role

My role was to design the UX. Here’s what I did:

 

  • Created the information architecture for the feature
  • Created all wireframes
  • Expanded our Figma component library to incorporate this feature and maintain the UX standards for the live game
  • Produced design specs (documentation) to hand off to engineers and artists
  • Helped refine the UX process with communication and stakeholder reviews

My Process

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.

Solution

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:

  • Wireframes and interactive prototypes showcasing the full Heroes flow.
  • Information architecture for hero stats, actions, and navigation.
  • Expanded Figma components tailored for scalability.
  • Documentation packs with behaviors and states.

These are some final wireframes for the feature, and a writeup in Confluence for handoff.

Results

  • Delivered a shippable UX for an important new vertical in a live game.
  • Helped GOTC surpass its revenue targets for 2020, the year that the Heroes Feature launched, largely due to the success of Heroes.
  • Reduced rework and confusion thanks to clearer documentation and handoff.
  • Improved collaboration between UX, UI, and engineering.
  • Strengthened the design system with reusable components.
  • Helped transform a frustrating UX process into one the team could trust.

View Heroes Guide Website