NetEase Games · Interaction Design

Designing for clarity when players have seconds to understand and act.

Three projects, each showing a different kind of product judgment: shaping a brief, clarifying complex information, and reducing interaction effort.

Role
Interaction Designer (Contract)
Period
Aug 2024–Aug 2025
Collaboration
Game Design · GUI · Engineering
Scope
Live · Public Beta · Pre-launch
A public overview of the NetEase Games titles represented in this case study.

Public case · 4 additional evidence modules

The public story is complete without a password
Racing Master app icon.

01Live · 35M+ MAU at product level

Racing Master

Product judgment · Challenging and reshaping the brief

Year-end review

From a year-end report to a player story worth sharing.

The brief asked for a year-end recap. I created the requested flow, but saw that reporting progress alone offered limited emotional payoff or motivation to share.

I then proposed and prototyped an alternative centered on player connection and social sharing.

Two prototypes · One briefTest the requested direction—and make the alternative equally concrete.
Prototype A · Requested

Report the year

Useful information, but little reason to care after the recap ends.

  1. 01Season dataWhat happened
  2. 02Performance summaryHow the player did
  3. 03CompletionThe experience stops

PayoffInformation consumed

Opportunity

Add personal meaning and a social destination—not more statistics.

Prototype B · Proposed

Make the year feel personal

Use the recap to build recognition, emotional connection, and a shareable ending.

  1. 01Personal momentsRecognize the player
  2. 02Emotional arcBuild connection
  3. 03Shareable endingGive the story somewhere to go

PayoffAlternative adopted · Shipped

My contribution

Interpreted the brief, produced both prototypes, and proposed the alternative direction.

Outcome

Alternative adopted by Game Design and key stakeholders · Shipped

Beneath the Mist game art.

02Public Beta

Beneath the Mist

Information design under pressure

Two moments required the same thing from different systems: bring the information needed for the next decision into one readable view.

Decision 01 · Build progression

Show the build roadmap where equipment choices are made.

Why it broke
Equipment choices contributed to a larger build, but players could not easily see which abilities were active or how close the next activation was.
What changed
Placed a compact roadmap at the top of the ability list, showing current values, active abilities, and upcoming activation thresholds in the same view as the equipment decision.
Interaction logicKeep activation thresholds above the ability list
Build roadmap · PinnedAbility activation
  1. Ability AActive
    61 / 35
  2. Ability BNext threshold
    20 / 40
  3. Ability CBuilding
    24 / 36

Current state and next thresholds stay visible in the same decision context.

Current decisionEquipment
+

Compare the next item against the whole build—not an isolated stat.

Resulting behaviorPlayers can see what is active, what unlocks next, and how the current choice advances the build before committing.

Additional evidence · PasswordBefore / after interface and activation-state logic

Decision 02 · Rescue decision

Let a downed player compare time left with help arriving.

Why it broke
After calling for help, a downed player could not tell whether nearby teammates would arrive in time—leading to premature surrender or long, uncertain waiting.
What changed
After teammates confirmed the rescue, the system generated the best route and placed rescue-travel progress directly beneath the death countdown for an immediate comparison.
Interaction logicCompare the death window with rescue travel progress
  1. 01Call for rescue

    The downed player needs more than an unanswered signal.

  2. 02Teammates confirm

    Confirmation turns uncertainty into a concrete rescue attempt.

  3. 03Compare in one place

    If the route can finish first, waiting becomes an informed choice.

Resulting behaviorThe downed player can judge whether help is likely to arrive before the death countdown expires.

Additional evidence · PasswordAnnotated rescue-state sequence
Popular IP Spinoff game art.

03Pre-launch

Popular IP (Onmyoji/阴阳师) Spinoff

Learning and repeated interaction

The first interaction needed to teach strategy; a repeated interaction needed to disappear into muscle memory. Both were designed directly in the context of play.

Decision 01 · First placement

Translate a unit trait into a recommended board position.

Why it broke
Players new to the game did not yet understand character traits, so they could not tell whether a piece belonged in the front or back row.
What changed
Connected each unit’s role to an in-board recommended range and a reusable front/back placement cue at the moment of deployment.
Interaction logicMap the unit trait directly onto the board
Selected unitFront-line unit

Role is translated into a reusable placement cue.

↑ Front · toward enemy
↓ Back · toward bench
Recommended positionSelected exampleAttack range

Targets mark representative front-line positions; the shaded cells show attack reach from the selected example.

Resulting behaviorPlayers can understand where this type of unit belongs before placing it, without leaving the board to learn the rule.

Additional evidence · PasswordBoard UI and recommended-placement onboarding states

Decision 02 · Repeat action

Deploy an action with one uninterrupted touch.

Why it broke
A comparable interaction required opening a menu, choosing an animation, and closing the menu before returning to play.
What changed
Proposed a press-drag-release gesture that consolidated the three commands into one continuous touch, then followed its motion and text timing through implementation.
Interaction logicReplace menu overhead with one continuous motion
Reference · 3 separate taps
  1. 1Open animation menu
  2. 2Choose animation
  3. 3Close menu
3 → 1Fewer discrete commands
Proposed · 1 uninterrupted touch

One uninterrupted gesturePress · drag · release

Resulting behaviorThe player keeps one finger on-screen, drags to an action, and releases to deploy it without breaking the flow of play.

Additional evidence · PasswordGesture comparison and implementation notes

Implementation

Followed behavior through implementation.

Prototypes made behavior inspectable across Game Design, GUI, and engineering. I stayed involved through implementation, including motion and text-transition timing, so the final behavior preserved the design intent.

Intent → Prototype → Implementation review → Final behavior

What this work demonstrates

Three kinds of design evidence.

Product direction
Challenge and reshape a brief when the requested experience is not strong enough.
Information design
Make complex state and time-sensitive decisions legible in context.
Interaction craft
Reduce repeated effort and follow behavior through implementation.