Gametrix is a cloud-based SaaS growth platform for video games. It allows gaming companies, game developers, and all game publishers to see in-depth proprietary data and metrics of their PC, console, and Web3 games.
80 hours
Sole UX/UI Designer
Figma, Adobe Illustrator, Adobe Photoshop
Gaming & Social Media Industry
As a gamer, I noticed a recurring problem...
I was constantly having a hard time finding good recommendations on Google than on the platforms I purchase games from.
Then it hit me. If, as a consumer, I have a hard time finding a game, doesn't that mean game developers have a harder time reaching their audiences?
...And what about streamers? How are they finding new games to stream?
The gaming industry is at the top of its game right now, and in turn, growth engine systems for video games are a successful business that is being funded by millions of dollars today.
Game publishers and game developers are not given thorough enough KPI data when they publish their games on a game-purchasing platform such as Steam, Epic Games, etc. This has led to a whole demographic of game publishers being left unsatisfied and unsure of how they can improve their games and marketing strategies to lead to further revenue.
Streamers are often viewed as stepping stones for streaming companies, given just enough metrics on their performance. As a streamer myself, I find this frustrating.
The opportunity to create a product that solves the problem of not having in-depth metrics for the gaming industry, which desperately needs them, and helps individuals often overlooked in the gaming industry arose. And with those entities in mind, the research for Gametrix began.
The research goals were:
The research investigates metrics and performance insights game developers and game publishers receive after posting their games on game-purchasing platforms.
Market research was carried out on Gametrix's direct and indirect competitors to optimize the user experience for Gametrix.
Direct competitors:
Indirect competitors:
Some strengths seen from competitors that were implemented were:
Direct competitors:
Indirect competitors:
Some weaknesses seen in competitors that were avoided were:
Direct competitors:
Indirect competitors:
A series of in-depth interviews were then conducted to further identify pain points, frustrations, needs, and desires with existing tools in the gaming market and determine how we could improve our users' experience.
To understand, we interviewed users who:
80% of users expressed concerns about how unreliable metrics platforms are and how they're only able to access important data on a desktop.
65% of users felt the data on how long either a viewer watched their stream or how long a user played their game could be more thorough.
100% of users mentioned the limitation on metrics reflecting ROI, resulting in a lack of financial understanding of their work and missed decision-making based on those facts.
80% of users were frustrated with the networking infrastructure; there is a limited opportunity for sponsored partnerships amongst all user groups to further monetize their work.
After gathering insights about Gametrix users' characteristics, goals, needs, and pain points directly from the source, their needs were refined into point-of-view reflections and "how might we" questions to better understand how to solve them.
Based on research from the market analysis, these were the features that would bring the best user experience.
Gametrix is updated in real-time to the cloud; as long as you have internet access, you are connected, with no-nonsense access to information.
With the Client Relationship Management feature, game publishers, and gaming content creators influencers have access to engage with each other to build advertisement partnerships! These relationships lead to sponsored content making it a win/win for both parties ROI.
A completely customizable dashboard with a Kanban board full of editable widgets lets you see only the most important data relevant to you.
A 24/7 chatbot to help answer any support requests for all users.
Three main user personas emerged out of the research and interviews that would best benefit from using Gametrix.
This is the sitemap created for Gametrix's prototyping process.
Now that Gametrix has its target users, I drafted up how they would use our platform.
This is the task flow created for Gametrix's prototyping process. It is from the POV of a campaign manager signing a new gaming content creator/influencer to a new sponsored partnership deal to stream a specific game.
These are the low-fidelity wireframes created from the task flow.
The goal of Gametrix's design system was consistency with uniquely crafted iconography, reusable components, a balanced colour theme, and seamless typography.
Gathering insights I got users to test the high-fidelity prototypes to receive feedback.
After feedback from Gametrix users, the following iterations were made for a better user experience.
BEFORE ITERATIONS
This is the dashboard page before iterations.
AFTER ITERATIONS
Better usage of whitespace, better use of imagery on widgets.
BEFORE ITERATIONS
This is the influencer search page before iterations.
AFTER ITERATIONS
Better usage of hierarchy, made typography bigger, darker colours for easier readability, added a filter to view search results, added the total number of influencers found filtering clarification and flattering button colours.
These are key features for Gametrix.
Depending on your workflow or vibe, change your theme to better suit you.
As a campaign manager or game developer, review our partnered influencers for opportunities to create sponsored partnerships and advertisements for your game to grow!
The all-in-one growth platform for game developers and gaming corporations influencers to grow their PC, console, and web3 games.
As I completed Gametrix, these are the things I've learned.
To summarize, this was my favourite project because it was something that I am very passionate about, which is gaming. It allowed me to explore the gaming world, fuse it with thorough user research, and create a user interface that my user personas could resonate with and solve their problems. I was satisfied with the feedback given by the real game developers, especially.
With the experience, revisions improved in my prototype stages, eliminating unnecessary things and extenuating the key features like the search page. As a streamer, I was very satisfied with this project and learned how to make a great growth platform for video games, and I’m excited to explore more.
INDUSTRY COMPLEXITIES
In an industry as complex as gaming, a lot of success relies heavily on community interaction and personalized experiences. Gamers are very noble and will take your product into their community and expand it organically if they like it. Because of such complexities, user research was extremely highlighted.
The next steps with the limited time for this project, would've been a lot more user interviews with more diverse age groups, widening the lens of the community.
NEXT DESIGN
The flow that was designed focused more on our game developer/publisher user personas. The next design process would focus more on our corporate gaming companies' user personas. I would have loved to explore what the dashboard would look like from the perspective of a campaign manager at Electronic Arts, for example, gathering insights about their games from the game's leaderboard. I would have loved to design this if given more time on this project.