PROJECT
Hall of HeroesYEAR
MID 2025 - END OF 2025 SCOPE OF WORK
UX DesignTOOLS
FigmaHall of Heroes (Herodex) is a system where players can work on leveling up specific heroes within hero collections. Depending on how much the player advances the heroes with those collections, they will be rewarded with stat buffs that will help them improve in many areas involving combat and utility-base gameplay needs.Hall of Heroes
Goals
Research & Origin
To incentivize players to invest in advancing their hero collections.
Understanding the Problem
We needed to figure out a way to get players to advance their collections as well as introduce a new concept. This could be a problem because players will have to experience a learning curve, and we’ll need a plan on how to maintain this feature. Furthermore, the new season of House of Dragon will be released so we need the investment from players.
Requirements & Constraints
Discovery
New button to access the Hall of Heroes at the bottom of the main screen in the Tower of Hand
New panel to show the Hallo of Heroes with all the collections where the players can scroll through to view each collection available.
Collection Panels will:
Have a drop down arrow button that shows each collection details
Display the collection theme name
Icons showing the reward buffs offered
Player will be able to see their collection level
Attack power icon of buffs earned in the collection
See how many stars they’ve unlocked
Collection Details will: Display more information about what progress that player has made, and what specific heroes are in the collection.
Show the full hero cards. Cards must be tappable and bring the player to the card details
The collection level
The collection points acquired in a progress bar
The chart button which will bring the player to another page and it outlines all the stats they’ll get
Assumptions
Process
Firstly, I’ll need to make sure this new panel will look familiar to players visually. There’s nothing that would be more striking than having our regular players see a panel that looks completely different than what’s in the game. So I took inspiration from assets that we already have. In this instance, there’s no need to reinvent the wheel. I’ll assume players would want to see similar assets, buttons, borders, etc.
User Flow chart
The flowchart begins with the user going into the Tower of Hand building, and clicking the “Hall of Heroes” tab. The hero collections, filter button, sorting button and info button are shown. I thought of different users that would interact with this new feature. A new player would more than likely go to the info button to learn more. A more experience player would observe the collections, details and stats. While designing the experience for this I wanted to keep both players in mind and “hold their hands” when needed.
INITIAL USER FLOW iN FIGMA.
Ideation
Now that the team is aligned with using our assets, now is the time for me to think of a few layout options that would provide the best experience.
Two options were presented and one option was more liked than the other. The team liked option A more, but suggested a few tweaks. Option A is closest to what we have in game within our armory. Although option B provided a fresh look, I thought familiarity paired with a new concept is a better way to go.
Feedback
The stakeholders were engineers, a community manager, a producer, and game designer. The few tweaks were to display the hero rarity in a different way, add a favorite button, and a details button.
Final High Fidelty Wireframes
Solution
I designed an experience that would be familiar, increase investment in hero collections while thinking about potential risks players could experience.
Understanding the Problem
It’s expected having players invest in the hero collection might be a potential “turn-off",” but with logical hypothetical guesses I expect for “competitive” players to be more invested because of the stat increases and reward buffs they can receive.
Key Lessons
Reflection
I’ve enjoyed this project so much. There’s nothing I love more than creating something from scratch and shipping it off to the world. I expect for there to be problems, but the entire point of UX is to minimize that as much as possible, but also realize you cannot “fool-proof” everything. As a team we agreed to make a V2 of this feature because we want to expand on this by adding milestones and an additional stat.
I learned more about auto layouts in Figma and how important they are. Not only that, but I contributed more to the design library. Design libraries are significant because they made your process more efficient. This project also reinforced the greatness that is collaboration. I enjoy brainstorming with peers because everyone has something to contribute and is valuable. We think of many ways to accomplish one thing and it’s great because I never want to shut out an idea. Being open minded while designing brings out the best designs.
SCREENRECORDING OF THE FINAL DESIGN.