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Destiny 2 - Eververse (Recommended Items)

Overview As part of the commerce team at Bungie, one of my primary systems was the Eververse. This was an important system/feature of the game as it was one of the primary sources of revenue on this live-service, free to play game. While the feature had long been in the game at the time I started, it was a core responsibility of mine to do updates, bug fixes, and add-on feature work. User Problem - There are too many items to browse and I don't want to spend all of my time shopping. - I cannot find items I actually like. - I want a more targeted experience. Success Criteria - Leaving the overall experience feeling familiar while adding a new complex feature that is accessible and easy to understand. - Giving a new, meaningful, experience to our players. Constraints/Complexity - The Eververse has been in place for a long time and had years of iteration and tech debt. - Much of the design and frame work was extremely rigid and was not always designed with the future in mind. - Despite the player-facing feature having a very subtle change, the technical webs had to be unwoven, cleaned up, refactored, and rebuilt to permit this feature to work. My Role - Working with a majority of the design disciplines (Engineering, Investment, Analytics, Art, UX, and Leadership), I had to work out the design in terms of what needed to change, removed or added. - I had to understand how players would interact with it inside of the existing known frameworks. - I had to use cross-discipline skills to proof and then deliver the final changes to ship. What I Delivered - Recommended Items - The goal of this system was to take an overview of the players purchasing habits and curate a smaller list of the greater Eververse offerings. This was welcomed by players as it permitted them to "shop" more quickly and not require them to sift through a pretty large list of items. With the end of service announced, this feature is no longer in game. - I was involved in refactoring the list of displayed categories at the top level of the store. - I worked with investment design and engineering to create a new "vendor" to receive data for the required items. - I created complex decision systems to determine what, where, and how to display items at the top level and in the sub-category level of the store. Key Decisions - What amount of the current tech needs to be refactored versus created fresh? - Where were the critical focus areas that had to be addressed first to avoid overrun and prevent us from shipping the MVP? - Ultimately we had to build new components that were exclusive to this system and rebuild the data structure for the key elements that are displayed in the storefront. Outcome / Impact Ultimately the change was very welcomed and utilized by players. It was considered a success critically and financially. Skills / Tools - Technical Design, Documentation, Corss-Discipline communications.
Role
Senior UI/UX Technical Designer
Project type
Feature
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