
Discovery phase
Discovery phase
I joined this project with a clear problem to solve: players were struggling to learn how to play the game, which led to a high drop-off rate driven by frustration.
I had six months to address this issue and contribute to the creation of a demo that would be presented at EVA, Argentina’s most important video game event of the year.
During this phase, we conducted heuristic evaluations and playtesting sessions, followed by interviews, to understand players’ mental models and identify frustrations, pain points, and sources of friction.
These insights helped us redefine the core mechanics and onboarding, aiming to deliver a better overall experience.
Role: User Experience Researcher and Designer
I joined this project with a clear problem to solve: players were struggling to learn how to play the game, which led to a high drop-off rate driven by frustration.
I had six months to address this issue and contribute to the creation of a demo that would be presented at EVA, Argentina’s most important video game event of the year.
During this phase, we conducted heuristic evaluations and playtesting sessions, followed by interviews, to understand players’ mental models and identify frustrations, pain points, and sources of friction.
These insights helped us redefine the core mechanics and onboarding, aiming to deliver a better overall experience.
Role: User Experience Researcher and Designer
I joined this project with a clear problem to solve: players were struggling to learn how to play the game, which led to a high drop-off rate driven by frustration.
I had six months to address this issue and contribute to the creation of a demo that would be presented at EVA, Argentina’s most important video game event of the year.
During this phase, we conducted heuristic evaluations and playtesting sessions, followed by interviews, to understand players’ mental models and identify frustrations, pain points, and sources of friction.
These insights helped us redefine the core mechanics and onboarding, aiming to deliver a better overall experience.
Role: User Experience Researcher and Designer

Idiation
Idiation
Based on our findings, we began creating variations focused on maintaining enough challenge to spark interest while simplifying certain aspects to relieve frustration.
Our goal was to deliver a challenging experience without becoming overwhelming.
We explored different approaches and conducted multiple rounds of testing to strike a balance between teaching players and allowing them to discover mechanics on their own. We aimed to create puzzles that were engaging without being overly frustrating, while preserving the game’s distinctive navigation mechanic and simplifying it just enough to avoid harming the overall experience.
Based on our findings, we began creating variations focused on maintaining enough challenge to spark interest while simplifying certain aspects to relieve frustration.
Our goal was to deliver a challenging experience without becoming overwhelming.
We explored different approaches and conducted multiple rounds of testing to strike a balance between teaching players and allowing them to discover mechanics on their own. We aimed to create puzzles that were engaging without being overly frustrating, while preserving the game’s distinctive navigation mechanic and simplifying it just enough to avoid harming the overall experience.
Based on our findings, we began creating variations focused on maintaining enough challenge to spark interest while simplifying certain aspects to relieve frustration.
Our goal was to deliver a challenging experience without becoming overwhelming.
We explored different approaches and conducted multiple rounds of testing to strike a balance between teaching players and allowing them to discover mechanics on their own. We aimed to create puzzles that were engaging without being overly frustrating, while preserving the game’s distinctive navigation mechanic and simplifying it just enough to avoid harming the overall experience.
I found that unclear core mechanics made the game difficult to learn, causing frustration and early drop-off.
I reworked the onboarding and refined key interactions, significantly improving learnability, reducing friction, and increasing player engagement.
Interface design
Interface design
Once we achieved solid results with our tutorials, I began refining the existing UI to enhance the user experience and better align it with the game’s visual language.
Once we achieved solid results with our tutorials, I began refining the existing UI to enhance the user experience and better align it with the game’s visual language.
Once we achieved solid results with our tutorials, I began refining the existing UI to enhance the user experience and better align it with the game’s visual language.

Results
We started with a game that felt overwhelming, and by the end of the process we delivered a demo that was enjoyed by many at EVA. To wrap up, we gathered extensive feedback through real-time testing and were selected as the best game of that year’s contest.
We started with a game that felt overwhelming, and by the end of the process we delivered a demo that was enjoyed by many at EVA. To wrap up, we gathered extensive feedback through real-time testing and were selected as the best game of that year’s contest.
We started with a game that felt overwhelming, and by the end of the process we delivered a demo that was enjoyed by many at EVA. To wrap up, we gathered extensive feedback through real-time testing and were selected as the best game of that year’s contest.
Tutorial completition rate
Tasks completition rate
Tasks completition rate
from 70%
Rebound rate
Rebound rate
2025
2025
Best mpvp
Best mpvp

