Redesigning the Information Architecture of a 3-Match Game Level Editor
Intro
Company
Time
June 2023 (1 month)
Team
1 UX designer, 2 level designers, 1 developer
My role
Usability analysis, Design system, high-fidelity interface design, interface stitching

Overview
What is Game level editor?
This level editor is specially designed for a 3-match game. Its main function is to help game level designers design levels, calculate values, simulate battles, etc. With the development of the game, many functions need to be iterated and added. The main settings include:
Level Objectives; Remaining Steps; Elements (Core Mechanics, Obstacles, Enemies); Items
My task
Analyze the usability of the whole game editor and design functions according to the needs of level designers.
Product Side Optimization
Add config functions for scalability to support future game volume growth
Streamline board operations and information access for game elements
Integrate rhythm design assistance system (future)
Usability improvement
Board Element Visualization
Information Flow Visualization
Visual editing methods
Filtering: Filtering and searching levels and assets
Old Design vs. New Design

Impact
After development, the redesign has been proven to increase level planning time and has higher usability.
Level planning efficiency improved 20%
Now the number of configured levels has been increased from 5-6 levels / day to 7-8 / day.
* Results from level designers' feedback
Elements search time saved 50%
Now the elements in the element panel are only the one required for the current level.
* Results from user test
Research Process
Competitor analysis
I analyzed current 3-match editors and other game engines or editors to summarize UX design guidelines.

Editor products' UX features
Classic Editor layout
Gray, white and black color
Element Visualization in pannel
Expand actions in right-click panel
Drag-and-drop interactions
Property configurations in lists
Heuristic evaluation
Current program issues
Hot zone problems
Directory switching jump bug
Image and text clarity
Property panel configuration could not be synchronized
Usability issues
How can the menu increase indexing efficiency?
How to set a level to save time?
How to interact with the board?
How to configure multi-attribute elements?

Information architecture
Trade-offs:In the first design iteration (V1.0), I focused on my own understanding & experience of the editor, but many features weren't actually priorities for level designers. So the second iterations (v2.0) was developed based on level designers' opinions.

Design System
The design system is based on the original guideline. I scaled & revised it with UX standards.

Interfaces






Key learnings
Trade-offs: User's needs vs. my solutions: In the first design iteration, I focused on my own understanding & experience of the editor, but many features weren't actually priorities for level designers. The primary users are game designers; it should always be centered around their preferences and needs, so later iterations required closer collaboration with the team to align on what truly mattered.
Insights: Editor's product design guideline
Clarify planning requirements
Test the editor to understand its mechanisms and features
Analyze the editor's functional framework to better grasp overall structure and architecture
Study similar competing products and define UX design features
5. Organize information-heavy interfaces and understand the gameplay (have to know how it works!)
6. Reusability and consistency as core principles for components design guidelines