Streamlined accounts for RuneScape players
Key Results

As Senior UX Designer at Jagex, I took ownership of Jagex Accounts—a fundamental overhaul of RuneScape's 20+ year-old legacy account system. The new system enabled players to manage multiple RuneScape characters under a single secure account with MFA, backup codes, real-time login notifications, and seamless character switching.
Inherit incomplete, unvalidated outsourced designs mid-development while addressing players' deep fear of losing 15+ year-old characters. Build a scalable design system and deliver production-ready flows under tight timeline constraints affecting millions of players.
When I joined in September 2022, the product was already in development with designs from an external partner. My first task: audit existing work and identify gaps.
The Player Concern: "I've played RuneScape for 15 years. If I mess up this migration and lose my character, I'll quit forever."
Design Implication: Every step must reassure players their characters are safe. Show confirmation, provide rollback options, enable support contact at every step.
With the product in development, my initial focus was auditing and optimizing existing flows—then creating new flows for account upgrade, character transfer, and import that were missing entirely.

User flow for the RuneScape account upgrade path
Key Design Decision: Smart Migration feature automatically suggested characters associated with the user's email to reduce friction and prevent players from "losing" characters they'd forgotten about.
To support delivery, I expanded and led development of the Jagex Design System—an atomic design system in Figma creating consistent, reusable patterns for account creation, login, and upgrade flows.
JDS became the foundation for Jagex Portfolio, Project Zanaris, and all future Publishing Platform products—an investment that outlived individual projects.

Final designs for the Account Management home page
Testing caught critical password confusion before launch:
Clearest account flow we've ever reviewed—this will significantly reduce support tickets.
I advocated for pausing to fix critical usability issues despite pressure to ship quickly. Test #2 with 20/20 completion proved the iteration was worth the delay. Incomplete designs are opportunities, not constraints.
Testing caught password confusion affecting 4/10 participants before launch. For features affecting millions, the cost of testing is nothing compared to fixing problems at scale.
In-game incentives drove upgrades more effectively than security messaging or forced migration. Gamers respond to tangible rewards they experience immediately—not abstract future benefits.
See how I redesigned account migration achieving 98% success rate, reduced support tickets 35%, and built the Jagex Design System.