
Price of Glory
Designing and evolving a scalable UI system for a live, multiplayer mobile strategy game.
I served as the UI Lead for Price of Glory, a live free-to-play mobile strategy game. Working under the Director of Product Design and in close partnership with a dedicated UX Designer, I spearheaded the visual overhaul of the product. My role focused on transitioning a legacy MVP into a modern, scalable, and high-energy mobile experience by building a robust design system and refining the visual identity across every player touchpoint.
Price of Glory
Senior UI Designer - Marauder Tech Games
Senior UI Designer
Free-to-play mobile strategy game (iOS & Android)
Sep 2024 - Dec 2025
Mobile game (iOS & Android)

Team
Director of Product Design, UX Designer, Producer, Project
Tools
Figma, Photoshop, Illustrator, Jira, Slack
Constraints
Live product, evolving roadmap, data-driven iteration
Studio
Marauder Tech Games
Product
Price of Glory (F2P mobile strategy game)
ROLE
Senior UI Designer
Project Overview
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UI Leadership: Translated strategic UX wireframes into high-fidelity, polished interfaces.
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System Design: Built and maintained a comprehensive UI design system in Figma using variables and tokens to ensure cross-platform consistency.
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Cross-Functional Partnership: Worked in lockstep with the UX Designer to validate flows and partnered with Engineers to ensure technical feasibility in the live environment.
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Visual Identity: Evolved the brand from "generic strategy" to a bespoke, energetic visual language rooted in the game’s lore.
As the Senior UI Designer, I was responsible for the visual architecture and implementation-ready execution.
My Role & Collaboration
The UI evolved through three major phases. Each step was a collaborative effort to improve clarity, engagement, and scalability as the product matured.
UI Evolution Overview
UI 2.0 — Main Lobby & Battle / Active Matches Screen


The original interface suffered from fragmented navigation and a mandatory Main Lobby screen that blocked immediate access to gameplay.
Active matches were hidden behind multiple steps, contributing to low early engagement.
UI 1.0 — Starting Point
UI 1.0 — The Legacy Starting Point
UI 2.0 — Condensed Main Menu
To reduce friction and keep players in the loop, we merged navigation and active matches into a single, high-accessibility entry point.

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Condensed Main Menu: Merged navigation and active matches into a single entry point.
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Modular Tab Menu: Right-side navigation for various match types.
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Social & Growth: Integrated Discord CTAs and deep-linked referral systems.
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Monetization: Introduced Dreamstones (premium currency) and a flexible in-game shop.
Working with the UX Designer, we merged the Main Lobby and Battle screens into a Condensed Main Menu. I introduced "UI clusters"—modular blocks that grouped related elements (profile, currency, navigation)—to allow for clearer hierarchy and easier responsive anchoring.
Key Structural Additions:
UI 2.0 — Friction Reduction & Systems Foundation

UI 2.0 — Condensed Main Menu - User Flow
To reduce friction and keep players in the loop, we merged navigation and active matches into a single, high-accessibility entry point.
UI 2.0 — Quests

The introduction of guided single-player quests and narrative dialogue helped establish lore while significantly improving early-game retention:
Narrative Alignment:
UI 2.0 marked our shift toward a "living world." I designed Quest and Dialogue overlays that grounded mechanics in story, helping players understand the "why" behind the "how."
UI 2.0 — In-game Dialogue

Narrative dialogue grounded gameplay mechanics in story, adding context and continuity while improving onboarding and retention.
UI 2.0 — Shop & Premium Currency

Introduced Dreamstones (premium currency) and shop systems to support flexible monetization, rewards, and live events.
UI 2.0 — Invites / Referrals

Deep-linked invites enabled faster challenges and laid groundwork for future social progression systems.
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Vector-centric: Clean, scalable icons and hard-edge gradients.
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Dynamic Motifs: Used diagonal lines and italicized typography to convey momentum.
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Vibrant Palette: A brighter, high-energy color scheme designed to excite the player.
In the final phase, I led the visual refinement to create a more "expressive" identity. We moved to a dashboard-style grid, allowing features to expand over time without cluttering the screen.
Visual Direction
UI 3.0 — Scalable, Expressive, and Systemized
UI 3.0 — Main Menu

A scalable dashboard featuring a progressive disclosure interaction to consolidate game modes into an expandable Battle card.
Note: Character artwork in prototypes uses temporary placeholder assets to communicate style and tone.
UI 3.0 — Arena

Streamlined match discovery with interactive filters for match types and prize pools.
UI 3.0 — Account Settings

Redesigned for clarity and accessibility with scrollable layouts, left-side navigation, and improved controls.

UI 3.0 — Style Guide
The single source of truth: A scalable UI system built in Figma using reusable components and design tokens.










UI 3.0 — App Store / Marketing
Updated store visuals to reflect the evolved visual identity and core fantasy of the game.
+
148
%
WEEK 1 RETENTION
(~7% to 17%)
+
266
%
SESSIONS PER USER
(1.1 to 4.03)
+
730
%
Matches Played
(1,497 to 12,424)
By aligning our design efforts with player behavior data, our team achieved a significant lift in all key performance indicators:
Impact
This project highlighted the power of a strong UI/UX partnership. By focusing on "designing for momentum," we were able to transform a high-friction legacy product into a modern, scalable gaming experience. It reinforced my belief that UI is not just an aesthetic layer, but a critical driver of player retention and business growth.