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SELF-EXPLORATION · 2026 · CASE STUDY

Orbit Clash

A game detail page for a made-up browser game, built around one idea: let players try the game before they decide.

ROLEProduct Designer
TEAMSolo project
TIMELINE3 days, Oct 2026
PLATFORMDesktop web
Orbit Clash game detail page on a laptop
30splayable demo right in the hero, no sign up
< 1 minmy target from landing on the page to playing
20components with variants, plus 49 tokens and 20 text styles
01THE PROBLEM

Players leave when they’re not sure a game is fun.

The brief: design one desktop page for a made-up game that explains it, excites players and gets them to press play.

Most game pages miss one side. Browser game portals let you play instantly but say almost nothing. Game stores say everything, but they’re built for buying, not trying.

02THE GOAL

From curious to playing in under a minute.

  • Explain what the game is in one glance
  • Excite by showing why it’s fun, not telling
  • Convert with one clear next step in every section
03APPROACH

Look around first, then decide.

I benchmarked game stores, browser game sites and game websites on the web and through a connected MCP, and kept one idea from each:

Playable marketplacesA demo right in the hero, so the game itself is the first thing you see.
Epic Games StoreA big hero plus quick tags that tell you if the game fits your day.
SteamA rating summary and a clear details block near the bottom.
Riot GamesBig bold titles, but only one clear button.
04RESEARCH

Market data, then three players to design for.

The numbers backed a quick one-button game: 99% of browser playtime goes to hypercasual or puzzle games, an average session is about 30 minutes, and 69% of players are fine with cosmetic purchases.

From that I wrote three quick personas. They’re not from interviews, so I treat them as a starting point to test.

Bea, the break-time player“I just want something to play while I wait.” Hates games that need 10 minutes before the fun part.
Adi, the climber“If someone beats me, it should be because they’re better.” Hates pay to win.
Marco, the weekend player“If my friends can join in a minute, we’ll play.” Hates long sign ups and big downloads.
05KEY DECISIONS

What I designed, and why.

DECISION 01

Let them play right in the hero

Players decide fast. Instead of a trailer, the hero holds a 30-second playable demo with no sign up. Right under the title, quick tags answer “does this fit my day?”: 90-second rounds, one button, all skill, solo or with friends.

Orbit Clash hero with playable demo, fit tags and Play for free button
The hero with the 30-second demo playing: fit tags and one yellow button on the left.
DECISION 02

Order the page by the questions players ask

Every section answers one question, from “What is it, and is it fun?” down to “Ready?”. How to play, modes, who’s playing, what it costs, reviews, then details and FAQ. Each section ends with something to click.

The full Orbit Clash page split into four columns
The full page, top to bottom, in ten sections.
DECISION 03

Make it feel like people are actually playing

Players in the region watch streams and like playing with others. A live ticker, today’s leaderboard and a weekly tournament countdown show the game is alive, and give Adi something to climb.

Leaderboard, weekly tournament and happening now feed
Live section: leaderboard, the Nebula Cup and a happening now feed.
DECISION 04

Say it out loud: everything you can buy is looks only

Players are fine paying for looks but hate pay to win. The rewards section leads with “Free to play. Fair to win.” and labels the season pass Looks only. In a skill game, the leaderboard is the product.

Rewards section with unlockable skins and Orbit Pass
Rewards: unlocks by playing, and a pass that never sells power.
DECISION 05

One yellow button, always within reach

Each section has one main yellow button; the other option is the demo, an easy yes. Once you scroll past the hero, a sticky bar keeps both close. Returning players see Keep playing instead.

Scrolled page with game modes and the sticky play bar
Scrolled view: game modes and the sticky bar at the bottom.
06IMPACT

Built to be measured, not just admired.

This is a self-exploration, so there’s no live data yet. Here’s how I would know the page works:

  • Demo start rate: how many visitors try the demo
  • Demo to sign up: how many demo players create an account
  • Time to first play: seconds from landing to playing
  • Day 1 and Day 7 return: how many come back
  • Pass conversion: how many players buy the season pass

The Figma file is built to hand off: 49 tokens, 20 text styles and 20 components, all in Auto Layout, with every state as a component variant.

07REFLECTION

Three days is enough to decide, not to be sure.

The personas came from market data, not interviews. Before trusting them, I’d run quick chats with five players per persona.

Next I’d test the hero with the demo against a still image, whether the demo replaces Play for free or warms players up, whether the season pass hurts trust, and the mobile version of this page.

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