Bethesda

Game Launcher Platform

A platform experience for players and teams that brought friend management, group creation, activity states, and launcher interactions into a more coherent product flow.

Role Product design lead, interaction design, prototype design
Focus Social UX, launcher states, modals, empty states
Platforms Desktop launcher, mobile companion surfaces
Strength Clarifying complex account and player-community workflows
Bethesda mobile app design screens

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.

The approach

I mapped the social model into clear screens, stateful components, and focused modals so players could understand what was happening and act quickly.

The impact

The redesign improved the story around player relationships and gave product and engineering a cleaner model for building and validating complex social states.

Process

Making game-platform UX feel lighter.

The design language had to support dark product surfaces, high-density controls, and fast player actions.

1

Model the social system

Defined friend, group, invitation, and activity states so the experience had a shared product grammar.

2

Design state coverage

Created interface states for empty moments, menus, selected results, group lists, and modal transitions.

3

Prototype interactions

Used prototypes to help teams see how player actions moved through the launcher instead of reviewing static screens.

4

Align delivery

Partnered with product and engineering on behavior details before implementation decisions became expensive.

Artifacts

Launcher flows and social states.