Tom Griffiths

Jagex Project Zanaris

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
Jagex Project Zanaris

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)
  • Custom iconography: Matching in-game OSRS visual style
  • Reusable components: Buttons, forms, cards, navigation

Final Designs

Final design of the Template section of the Create World journey

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.

Tags

UX ResearchUI DesignDesign SystemsUsability TestingGaming

Read the full story

See how I solved blank canvas paralysis, achieved 100% task completion, and created the OSRS Design System.