About
Contact
Case Studies
Lauren Salk’s Portfolio
The challenge:
Insert a new highly profitable vertical into a live game with an existing framework of success, without disrupting the core 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:
I helped bring order to the chaos of the “ideation ←> iteration” challenge that exists in tools. After initial requirement-gathering and brainstorms, I do meticulous documentation to ensure a source of truth. After the source of truth is defined and agreed upon, communication is crucial with teams downstream of this work.
💡
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.
About
Contact
Case Studies
Lauren Salk’s Portfolio
The challenge:
Insert a new highly profitable vertical into a live game with an existing framework of success, without disrupting the core 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:
I helped bring order to the chaos of the “ideation ←> iteration” challenge that exists in tools. After initial requirement-gathering and brainstorms, I do meticulous documentation to ensure a source of truth. After the source of truth is defined and agreed upon, communication is crucial with teams downstream of this work.
💡
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.
About
Contact
Case Studies
Lauren Salk’s Portfolio
About
Contact
Case Studies
Lauren Salk’s Portfolio
The challenge:
Insert a new highly profitable vertical into a live game with an existing framework of success, without disrupting the core 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:
I helped bring order to the chaos of the “ideation ←> iteration” challenge that exists in tools. After initial requirement-gathering and brainstorms, I do meticulous documentation to ensure a source of truth. After the source of truth is defined and agreed upon, communication is crucial with teams downstream of this work.
💡
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.
About
Contact
Case Studies
Lauren Salk’s Portfolio