Work Case Study
Event Completion Window
A reusable event-UI pattern for Seafight
Event UXReusable SystemsReward ClarityLive Service
Role
Game Designer
Status
Shipped · Standardized
Tools
Figma, Jira, Confluence

Context
- The Event Completion Window started as a way to make event progress and rewards more visible. Players needed a clear sense of what was left to do and why finishing mattered.
- Because Seafight runs a constant event cadence, the stronger opportunity was to design a reusable pattern rather than a one-off screen.
Problem
- Players could participate in events without clearly understanding completion progress or remaining rewards.
- Small events needed stronger goals without requiring bespoke UI every time.
- The team needed a scalable pattern for future live events.
My role
- Game Designer
- The feature had to fit existing event structures and UI conventions.
- It needed to be reusable across different event types, not just one bespoke release.
- The pattern had to improve clarity without adding noisy UI to an already dense game.
Design decisions
- Centered the UI around four player questions: progress, remaining tasks, rewards, and completion value.
- Defined reusable states so the pattern could support different event structures without bespoke redesign each time.
- Kept the layout compact to add clarity without increasing UI noise in an already dense MMO interface.
- Documented reward visibility, progress rules, and edge cases for repeatable event adoption.
Outcome
- Designed the Event Completion Window for Seafight events.
- The feature became the standard event-UI pattern and is now used in every event.
- Improved reward clarity, completion motivation, and event scalability.
What this shows
- The Event Completion Window became Seafight's standard event-UI pattern and is now used in every event. That makes it a strong example of scalable live-service design: a focused UX improvement that compounds across the event calendar.
- It demonstrates how even a small feature can improve reward clarity, player motivation, and production efficiency when designed as a reusable system.
