High prio
Revamp the Heroes feature
to support novice learnability and expert efficiency
User journey, Info Hierarchy from benchmarking, Flow chart, Wireframe, Prototype
Starting from Player journey of Heroes feature
Issues were identified across player journey of Heroes feature, particularly for expert players.
So ‘Heroes’ was comprehensively revamped revisiting info architecture, user flows, and interactions from the ground up.

Insights from Comparative Benchmarking
Among character-collecting games, I checked titles that have been live for over 4 years and reached more than 10,000 monthly active users.
By analyzing their info hierarchy and layout patterns shaped accumulated complexity, I designed a scalable structure that accounts for the long-term growth of Lord of Heroes.

Flow chart

Feature Highlights
Detach and Reorganise ‘Hero list’ for Better Scanability
Choose a Hero
As-is

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Players want to compare heroes here
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Players reported difficulty finding heroes:
- Multiple max-level heroes made differentiation unclear
- Hard to identify low level heroes or specific element heroes
- Players want to sort by speed, element, and class -
Same notifications are used for skills, level, promoting, and ascending, so players ignored them
To-be

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Separate ‘Hero List’ to display as many heroes as possible at a glance
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Add sorting and filtering features
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Clearly display hero speed, element, and class
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Differentiate notifications for skills, level, promoting, and ascending
Unify a Status Panel and Use it consistently inside one screen
Manage a hero
As-is

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Identical info presented differently caused confusion for novice players
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Low usability of ‘Stats screen’ for expert players:
- Evaluating growth required manual calculation of aggregated values everytime
- ‘Stats screen’ was frequently used at low levels but rarely accessed later
- ‘Equipment screen’ already contain most of needed info -
Passive skills affected hero status, but players were often unaware of it
To-be

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Introduce a unified status panel shared across related features
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Place interaction-heavy elements within the right-hand thumb zone
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Provide layered info based on player needs and context:
- Display aggregated stats on ‘Hero overview’ for quick evaluation
- Display stat changes driven by equipment within ‘Equipment screen’
- Display stat changes driven by skill within ‘Skill screen’
Add a ‘Hero Rating popup’ with Tags
Manage a hero
As-is

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Players check hero type, element, class, skills, stats, and community evaluations when deciding on growth, but this Info was difficult to find
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‘Hero Rating popup’ was only accessible within ‘Universe’, so players want to use it on ‘Hero screen’
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Skills and base stats were not visible in ‘Universe’. Needed info was scattered.
To-be

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Link Universe’s ‘Hero Rating’ popup directly to individual ‘Hero screen’
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Add tag-based filters to help players quickly surface relevant info
Add ‘Preset Popup’ to Equipment Screen
Set up Equipment
As-is

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Auto-equip was rarely used, as it mechanically assigned item by class and often reduced overall hero performance
To-be

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Enable the same ‘Preset popup’ used across the core gameplay loop to be accessed within ‘Equipment screen’
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Reuse an identical popup to ensure interaction consistency and technical optimization
Centralize all Hero contents on ‘Heroes feature’
Subculture Activities
As-is

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Players want to view cinematics, voice lines, and skins directly within ‘Heroes feature’
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Players sometimes play games to see certain cinematics, but they don't like it.
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To hear specific voice lines, players repeatedly triggered random voice playback when entering menus and requested a replay function.
To-be

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Add voice and dialogue access on ‘Heroes feature’, allowing players to explore all hero-related content anytime in one place
