Empowering Old School RuneScape players to create their own worlds
Key Results
Successful launch of Closed Beta
RuneFest 2024 keynote showcase
OSRS Design System created
100% task completion
5.6/7 average usability score
Context
As Senior UX Designer at Jagex, I led the complete UX/UI design for Project Zanaris — Old School RuneScape's first user-generated content initiative. Players could create and customize their own OSRS worlds without technical knowledge.
The Challenge
Build a modern design system from scratch for a 20+ year old game while making 100+ configurable rules accessible to players. Deliver a showcase-ready product in just 5 months for RuneFest 2024, OSRS's largest annual event.
Research
Player interviews with active players, lapsed players, and community influencers revealed a critical insight:
Key Discovery: 'Blank Canvas Paralysis'
70% of interview participants said they were intimidated by 'starting from scratch' with world creation. When asked why, responses included:
"I don't know what settings to change"
"I'm afraid I'll break something or make it unbalanced"
"Too many options — I just want to play with friends"
Design Implications
Never show blank creation screen. Always start with a template to remove decision paralysis.
We should prioritize common settings like XP/drop/starting loadout presets and make other customization secondary (progressive disclosure).
Personas
Player research revealed three distinct UGC user types with different priorities:
Casey
Casual Host
"I want my own small world to mess about with my friends on"
Small groups wanting private experimental spaces
Need no-code server creation with presets and gameplay tweaks
Will drive majority of UGC servers and playtime
Riley
Regular Player
"I want to have fun trying new content in Old School"
Content consumers exploring alternative modes
Need strong discovery tools and diverse worlds
Critical for UGC success and game health
Charlie
Content Creator
"I want to improve the experience of my fans"
Streamers and YouTubers creating OSRS content
Need easy world creation, sharing tools, and monetization
Drive organic traffic and UGC promotion
Design System
With no existing OSRS web standards or patterns, I created an atomic design-based Figma library for Project Zanaris, establishing the foundation for future OSRS web experiences.
OSRS-themed colour palette: Based on recent marketing content (retro fantasy aesthetic)
Final design of the Template section of the Create World journey
Product Features
World Builder — Template - based creation with simple defaults and advanced mode for 100+ rules
Sharing — One-click world sharing via links, codes, or friend invites
Player Guide — Contextual help panel, always accessible but never intrusive
World Browser — Centralized discovery with filters, tags, and more
Template Approach Validated
By implementing templates, we mitigated blank canvas paralysis through progressive disclosure:
Before: 20% task completion (users were overwhelmed by 100+ options)
After: 100% task completion (Feedback: "I don't feel intimidated by so many options")
Impact
RuneFest 2024 Keynote Demo
Created polished live demonstration of the UGC portal for RuneFest 2024 keynote
Showcased complete Create World flow to thousands of attendees
Delivered production-ready interactive prototype within 5-month timeline
Validated Prototype
100% task completion with 5.6/7 ease score across all flows
Immediate discoverability: 1-second average to find Create World
Authentic OSRS feel with only minor refinements needed
Design System Legacy
First-ever OSRS design system with reusable web components and patterns
Enabled non-designers to maintain brand consistency through clear component documentation
Built once, used everywhere — eliminating design debt across the OSRS web ecosystem
“
I can finally recreate classic game modes with my own twist — this is exactly what I've been waiting for!
Community Influencer
”
Reflections
Strategic Shift
Strong usability doesn't guarantee viability — business strategy, resources, and technical feasibility matter just as much. I now collaborate with product and engineering early to validate constraints before investing heavily in complex designs.
The Blank Canvas
Research showed 70% of players feared starting from scratch, but a template-first approach achieved 100% completion rates. I now use templates and presets to eliminate 'blank canvas paralysis' in creation tools.
Designing for Scale
System level thinking creates lasting value — the Design System continued accelerating delivery even after Project Zanaris was paused. I now balance immediate product needs with reusable assets that evolve over time.