Unifying the platform experience
Key Results

As Lead UX Designer at Jagex, I created Jagex Portfolio — a unified platform experience enabling players to discover, purchase, and play all Jagex games seamlessly while empowering game owners to self-manage titles. The project modernized Jagex's outdated Publishing Platform to support third-party game releases, starting with Melvor Idle, an indie game acquired by Jagex.
Build a scalable platform architecture while navigating legacy system constraints and tight timelines. No consistent way to sell or present paid games existed, players entered through inconsistent flows causing confusion and drop-off, and legacy system constraints required phased delivery.
We conducted competitor analysis understanding how platforms like Steam, Epic Games Store, GOG Galaxy, and Battle.net enabled players to discover, purchase, and play games.
I facilitated collaborative planning sessions with Publishing Platform, Marketing, and Technical stakeholders defining core requirements, flows, and prioritizing features.
Critical Output: Consensus on phased delivery approach—start with core player experience, then add game owner self-service tools in Phase 2.
Working closely with Publishing Platform leadership, we defined two key personas focusing design — Player and Game Owner, drawing insights from previous research, survey data, and community feedback.
After workshops and feature mapping, I drafted key journeys covering different platform entry points—marketing, social ads, Launcher, direct links — identifying potential friction points and streamlining onboarding.

The new player, existing player and purchase flows
Most friction occurred at account creation step for new players — too many form fields, unclear value proposition. Simplified to minimal fields with clear signposting.
After workshops and user flow mapping, I moved to early concepting — sketching low-fidelity wireframes exploring structure and interaction across core experiences including landing view, game PoS, game library, and developer portal.

Early wireframe of the Game Library view
Keep it familiar — players already know Steam/Epic patterns. Don't reinvent the wheel; focus energy on Jagex-specific features like character management and multi-game progression.
Using the Jagex Design System, I prototyped and iterated full-fidelity experiences in Figma across mobile, desktop, and Launcher environments, validated internally and delivered as phased milestones.

Final design of the Game Library view
Usability testing with 15 internal staff validated core assumptions:
Positive reception from both players and internal teams proved platform redesign delivered tangible value, not just visual polish.
Internal stakeholder praise for clearer game flows and PoS improvements that simplified internal operations.
Congratulations to the Publishing Platform teams who worked on the new version of the Game Launcher - it's a huge improvement in visual design and is honestly the best looking front end for our games I've seen. Already seeing positive reaction from the community. Very slick work guys!
Legacy system constraints made big-bang launch impossible. I broke features into phased milestones — core library → enhanced PoS → social features — keeping delivery moving despite constraints. Players benefited from improved Launcher months earlier than waiting for complete vision.
The product vision only succeeds when engineering is engaged as equal partner, not receiving designs but co-creating solutions. Weekly sync with Tech Lead discussing constraints early meant we collaboratively found workarounds. Engineering became advocates for design vision.
I learned to design systems that enable future products, not just solve immediate problems. Every decision asked 'Does this scale to 10+ games?' Publishing Vision directly built on Portfolio architecture, proving platform thinking paid off.
See how I modernized the Launcher, launched Melvor Idle as first third-party game, and laid scalable platform foundations.