The challenge
Launcher experiences need to make many states feel obvious: friends, invites, groups, activity, empty lists, and account interactions all have to work without making the product feel heavy.
Bethesda
A platform experience for players and teams that brought friend management, group creation, activity states, and launcher interactions into a more coherent product flow.
Launcher experiences need to make many states feel obvious: friends, invites, groups, activity, empty lists, and account interactions all have to work without making the product feel heavy.
I mapped the social model into clear screens, stateful components, and focused modals so players could understand what was happening and act quickly.
The redesign improved the story around player relationships and gave product and engineering a cleaner model for building and validating complex social states.
Process
The design language had to support dark product surfaces, high-density controls, and fast player actions.
Defined friend, group, invitation, and activity states so the experience had a shared product grammar.
Created interface states for empty moments, menus, selected results, group lists, and modal transitions.
Used prototypes to help teams see how player actions moved through the launcher instead of reviewing static screens.
Partnered with product and engineering on behavior details before implementation decisions became expensive.
Artifacts
A stateful action surface for player and group interactions.
Exploration across invite, active, inactive, and management states.
A focused workflow for searching, confirming, and acting on player results.
Simple progressive disclosure for a player task that could otherwise become noisy.
Dark UI patterns tuned for scanning status and taking quick action.
A prototype view for validating transitions, flow comprehension, and pacing.