Incentivizing players to invest in hero collections

I led the UX/UI design for Hall of Heroes, a collection-based progression feature that transforms hero advancement into long-term goals. I designed interfaces that help players track collection progress, understand reward milestones, and identify opportunities to strengthen their hero collections.

My role

UX/UI Designer

UX/UI Designer

My Team

1 Software engineer
1 Product Designer
1 Community Manager

1 Software engineer
1 Product Designer
1 Community Manager

Year

Year

2025

2025

Platform

Mobile

Mobile

Context

Hall of Heroes


Hall of Heroes 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 stat buffs that will help them improve in many areas involving and utility-base gameplay needs.

Hall of Heroes


Hall of Heroes 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 stat buffs that will help them improve in many areas involving and utility-base gameplay needs.

Stakeholders


Product Management, UX Design, Game Design, Engineering, Art, and Live Operations teams were a part of this project. I collaborated with cross-functional partners to define requirements, map player journeys, prioritize feature scope, validate technical constraints, and align the Herodex experience with business goals around hero collection, engagement, and long-term progression.

Stakeholders


Product Management, UX Design, Game Design, Engineering, Art, and Live Operations teams were a part of this project. I collaborated with cross-functional partners to define requirements, map player journeys, prioritize feature scope, validate technical constraints, and align the Herodex experience with business goals around hero collection, engagement, and long-term progression.

💡 Problem Statement

Players lacked compelling long-term incentives to invest in and progress a broad roster of heroes, limiting engagement with the hero progression system and reducing the perceived value of hero collection.

💡 Problem Statement

Players lacked compelling long-term incentives to invest in and progress a broad roster of heroes, limiting engagement with the hero progression system and reducing the perceived value of hero collection.

CONTEXT

Business Objectives

  • Increase the overall value perception of the hero progression system.

  • Encourage players to collect and upgrade a wider variety of heroes.

  • Create clear progression goals tied to themed hero collections.

  • Drive engagement with existing hero-related systems, including relic acquisition, summoning, and progression events.

  • Improve monetization and long-term investment in the hero economy.

CONTEXT

Constraints and Limitations

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

Design Process

🔍 Research


The research phase focused on understanding the end-to-end player experience and defining how a hero collection system could support the product goals. Working with product, game design, engineering, and art stakeholders, I participated in high-level user journey mapping, low-fidelity wireframe exploration, and cross-functional discovery sessions. This helped identify player goals, feature requirements, and align the team on the overall vision.

DESIGN

Competitor Analysis

I conducted a competitive analysis of collection-based progression systems in games such as Star Trek Timelines to understand how they motivate long-term character investment and collection completion. These products demonstrated effective use of themed collections, roster-wide progression, and passive rewards that encourage players to engage with a broader set of characters rather than focusing solely on a small core team.

DESIGN

Flowchart

Ultimately, stakeholders wanted to create a new feature without reinventing the wheel. That was one of my constraints. I took visual inspiration from the armory section in the game as well as from Star Trek. I kept that in the back of my mind, while I worked on the UX. Firstly, I created a flow chart to figure out how to guide the user through this feature. In the tower Hand, it was logical to add a second tab in the Hero collection section. This was a good spot for the Hall of Heroes to live due to relevancy and proximity. 

After creating the flow chart, I began creating low-fidelity wireframes. After showing the team and stakeholders, there were discussions more about visuals and less about the flow. I provided two options for the Hall of Heroes. Option A displayed the rarity of the heroes and stats, while option B showed a progress bar and had a drop down approach that displayed more information such as stats, and heroes. 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.


Option A

Option B

Option A wireframeOption B wireframe

DESIGN

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.

DESIGN

Best of Both Worlds

There was a lot of discussion and reiteration but overall, Option C was a combination of option A and B. The team and stakeholders liked this and we collectively decided to go with the option that shows everything the players needed upfront as opposed to having them “dig” for it. My motto is “The less taps the player has to make, the better. If the player has to tap more then let it be worth it.” The rule of thumb is to think for the player. Option A had too much information,which can be overwhelming, while option B lacked information front-facing. Option C is the perfect combination that shows just enough information. The progress bar was the most important element I thought needed to be shown, so players would immediately know the amount of progress they’ve made on a collection. 

Option C

THE FINAL OPTION.

🤝 Final Design Solution

I designed an experience that would be familiar to players, increase investment in hero collections while thinking about potential risks players could experience.

🤝 Final Design Solution

I designed an experience that would be familiar to players, increase investment in hero collections while thinking about potential risks players could experience.

Outcome

✨ Learnings

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.


🔮 Future Thinking

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.

BEFORE · WIREFRAME

AFTER · SHIPPED EXPERIENCE

BEFORE AND AFTER.