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RPGGO Creator Tool — Improving Onboarding & Resource Discovery

RPGGO Creator Tool — Improving Onboarding & Resource Discovery

The problem wasn't what anyone thought it was.

When I joined RPGGO, the PM had a hypothesis: the Discover page wasn't engaging enough. I thought the data was pointing somewhere else entirely.

Challenge

New creators landed on a game gallery with no introduction to what RPGGO is or what they could do. Those who found the Creator Tool encountered a page that felt unfinished, with no clear entry point, no way to evaluate templates, and no guidance on how to begin.

Opportunity

Redesign the entry experience around a single insight: don't ask users to create from nothing - let them build on what already exists.

Time

2024

Disciplines

Product Design

Information Architecture

Interaction Design

Responsibilities

UX Research Synthesis

Landing IA Restructure

Template Card Redesign

Marketplace UX Integration

Tools

Figma

Adobe Photoshop

Adobe Illustrator

Users Were Leaving Before They Even Started

The data was clear. 42% of visitors left without a single interaction - in under 30 seconds. The PM thought it was a content problem. I wasn't so sure.

42%

Bounce Rate

of visitors left without interacting

21%

Template CTR

clicked a template

<30s

Avg. Session

for new visitors before drop-off

What is RPGGO?

RPGGO is an AI-powered game creation platform that lets anyone build playable RPGs using natural language. The product connects three surfaces: Discover, Create, and Marketplace - each serving a different stage of the creator journey.
RPGGO ecosystem context

PLAYER

Discovers & Plays

Community games & templates

CREATOR

Builds with Words

Natural language to playable RPG

REMIXER

Forks & Adapts

Open-source games as starting points
CHATRPGFrom Word to Game
ZAGI ENGINEDrives Live Play

SURFACE

MY SCOPE

Create

Use creator tool to build a playable RPG from a text promptWorldview → Characters → Story → Game

SURFACE

Discover

Browse community games & official templates

SURFACE

MY SCOPE

Marketplace

Play, fork, and remix open-source games from the communityBrowse → Play → Remix → Build

What I owned

I diagnosed an onboarding failure the team had misread as a content problem - then redesigned the Creator Tool landing page and independently defined an Open Source Marketplace from the founder's vision to fix it. The redesign resulted in 6x monthly user growth and a bounce rate drop from 42% to 31.7%.

FINAL DESIGN WALKTHROUGH

01. Reframed the first touch

The Create page was buried and blank - I reframed it as the product's front door, restructuring navigation and surfacing credibility signals so creators could start with confidence.

Landing page redesign interaction preview

Neither solution was given to me. I had to find the problem first.

What First-Time Creators Struggle With

I reviewed onboarding recordings, Discord questions, and internal feedback to build a hypothesis. Then I invited 8 first-time creators to walk through the Creator Tool with me, watching where they hesitated and what confused them.

"When I land on the Create page, it just looks blank and not very engaging."

Lika

"RPGGO looked interesting, but the Create page felt empty. I wasn't sure where to start, and the templates didn't help me understand what kind of game I could make."

James

What the old page got wrong

Interview data explained hesitation; this audit showed exactly where the IA was causing it.

Old RPGGO login page

Login

No product context - users enter blind.
Old RPGGO discover page

Discover - First Stop

Game gallery first, so users assumed this was only for browsing.
Old RPGGO create page

Create - Hidden

Buried in nav - most first-time users never reached this page.

After login, users landed directly on a game gallery - no banner, no introduction, no signal that RPGGO was a creation tool. The only way to reach the Creator Tool was a nav tab most users never noticed.

Before
Login
Discovergame gallery
Create tabburied in nav
Empty Create pageno guidance, bounce
After
Login
Create pagehero + 4 CTAs
Templates + Marketplacecommunity at creation
Creator Toolconfident start
In a product triad review, I noticed that separating Create and Discover directly contradicted RPGGO's goal of becoming a collaborative ecosystem. This made me ask: what if the design intentionally brought community into the moment of creation, rather than keeping it one click away?

Reframing the Problem

Once the root cause was clear, three conversations shaped the final scope. Each pushed back on a different assumption - and each led to a better solution.

Stakeholder 01

Problem reframe

Their assumption

The Discover page wasn't engaging enough. Refresh it with a hero section and better-curated games - that's what was causing the bounce.

My reframe

A 42% bounce rate under 30 seconds wasn't a content problem - it was an onboarding failure. I brought the research findings to the triad and shifted focus to the Create page, where the real breakdown was happening.

Team aligned on redesigning the Creator Tool landing page, not the Discover page

Aligning the Team on What to Focus On

After stakeholder alignment, I mapped potential features against two axes - impact on new creator confidence vs implementation effort - to focus the team on the highest-leverage work.

High ImpactImpact on new creatorLow Impact

Impact on new creator confidence x implementation effort

Template Card UI/UX

Entry Point

Category Filter

Full Web IA Overhaul

Open Source Marketplace

Character Template

Copilot Interaction Redesign

Discover Banner

Step by step Tutorial

Low EffortHigh Effort

From Insights to Design Decisions

After prioritizing what to build, I translated research into specific feature decisions - and why I made each call.

01

User Insight

"It felt empty - is this even ready?"

Design Principle

Signal credibility through visual richness

Feature Decision

Hero section + IA restructure

My Rationale

Users weren't failing because they lacked instructions - the page signaled an unfinished product. I chose visual credibility over a tutorial first.

02

User Insight

"I thought these were just games"

Design Principle

Make purpose visible before interaction

Feature Decision

Template cards with genre tags, avatars, hover preview

My Rationale

Genre tags and avatars introduced scannable affordances before click. See Template Card Redesign for the full interaction rationale.

03

User Insight

"I want to see before I build"

Design Principle

Reduce commitment anxiety with previews

Feature Decision

Open Source Marketplace with Play & Remix

My Rationale

Marketplace lowers activation energy from zero: users can see what's possible, then build on top of it.

Template Card Redesign

The original template card showed only a cover image and title - no genre tags, no character previews, no usage count. Users had no basis to evaluate fit before clicking, and nothing to signal that this was a starting point, not a finished game.

Before

After

+

Genre tags visible at a glance - users know the content type before clicking

+

Character avatars + usage count preview complexity, style, and social proof

Heavy blur + "Use Template" CTA on hover reframes the card's identity from game to starting point

Design Process / Iterations

Experiment 01

Tags visible on image, white card body. Hover shows CTA directly - no blur, card identity unchanged.

Experiment 02

Yellow card body adds brand presence. Hover still no blur - too heavy visually, competes with cover image.

Experiment 03

Tags moved below image, character avatars added. Hover explores "Preview Game" - different intent, shifts focus away from creation.

Experiment 04

Tags on image, avatars + usage count embedded. Heavy blur on hover reframes card from game to starting point

After validating template card clarity, I scaled the same logic to the full landing architecture.

Landing Page Design

Before touching visual design, I mapped out what modules the page needed to support. The old page had 2 modules with no hierarchy. The redesign needed to surface 5 distinct modules and 4 clear entry points - each with a defined job.

Before
2 Modules
2
modules - no separation
rpggo.ai/create
NAV - DISCOVER / CREATE / DEVELOPER
Create a New Game
mixed intent
TEMPLATE
TEMPLATE
TEMPLATE
Blank + Template mixed
No genre filter
Template looks like a game
My Game List
no separation
Game NameCharactersWorldviewLast Edited
After
5 Modules - 4 Entry Points
5
modules - clear hierarchy
rpggo.ai/create
NAV - DISCOVER / CREATE / MARKETPLACE / DEVELOPER
1. Hero Section
NEW
2. Create a New Game
REDESIGNED
3 entry points
3. Template Gallery
REDESIGNED
ALL
FANTASY
JRPG
HORROR
CHARACTER
...
4. Marketplace
NEW
5. My Workspace
- - -
- - -

I noticed "Create a New Game" and templates appeared in the same visual zone. Users couldn't distinguish starting from scratch from using a template - two different intents, one container. As a result, users hesitated, misclicked, and exited before entering the creator flow.

Sketches, Prototypes, Concept Tests

Sketch 01

× Rejected

Side by Side

Equal visual weight made Create and Template feel like siblings.

Sketch 02

× Rejected

Template on Top, Create Below

Template became the hero and buried the core action.

Sketch 03

✓ Chosen Direction

Create on Top, Template Below

Build first, then use template as a launchpad.

Sketch 04

✓ Carried Forward

Marketplace + My Workspace as Tabs

Tabbing reduced visual noise while keeping both modes discoverable.

Decision

Chosen direction: Create first, Template second, Marketplace/Workspace via tabs.

The resolved layout surfaces all five modules in one scroll: Hero anchors orientation, Create and Template support initiation, and Marketplace plus My Workspace support return visits.

Desktop Flow

Desktop landing page flow

Mobile Flow

Mobile landing page flow

The founder had a vision. I had to figure out what to build.

Open Source Marketplace

The landing page redesign solved orientation. The Marketplace solved commitment anxiety - giving creators a safe path from inspiration to creation.

The founder's vision was compelling but abstract. I looked at how other creative platforms lower the barrier to a first creation - across gaming, AI tools, and design ecosystems - to find a concrete model.

Roblox marketplace pattern
Browse & Use
Roblox

Creators publish assets to a shared marketplace. Anyone can browse, acquire, and build directly on top of existing work.

AI Dungeon remix pattern
Fork & Remix
AI Dungeon

Published adventures are open to fork. Users start from a complete scenario - not a blank prompt.

Midjourney prompt reuse pattern
Copy Prompt
Midjourney

The community gallery exposes the prompt behind every image. Users learn by seeing the output first, then reusing the structure.

Figma community duplication pattern
Duplicate
Figma Community

Finished files are open to duplicate into your own workspace. Creation starts at "edit this" - not "start from scratch."

The Pattern

Across every platform: show the finished output first, then offer one-click entry into the creation layer. None of them asks users to start from nothing.

Insight

Don't ask users to create from nothing. Let them build on what already exists.

01
Lowers activation energy for new users

A completed game to fork is far less intimidating than a blank AI prompt. The first step becomes "remix this" - not "invent something."

02
Turns creator output into an ecosystem resource

Publishing open source creates contribution and visibility. Advanced creators lower the barrier for everyone who comes after them.

From Insight to Proposal

I brought the research back and proposed a concrete feature: an Open Source Marketplace where users explore completed games alongside the prompts that generated them - then fork directly into the Creator Tool with one click. The founder approved it into sprint.

User Flows

Play Path

Preview before committing

Browse MarketplaceClick GameDetail Popup▶ Play
Remix Path

One click into creation

Browse MarketplaceClick GameDetail Popup⟳ Remix → Creator Tool
Publish Path

Contribute to the ecosystem

Creator ToolPublish🔒 Protected / 🌐 Open Source

Design

Play flow mockup

01

Play
Experience before committing

Users can play a completed game in full before deciding to build anything.

Remix flow mockup

02

Fork & Remix
One click into the creation layer

Fork directly into Creator Tool with the game's structure pre-populated.

Open source and protected publish options

03

Open Source or Private Publish
Give creators a choice

Before publishing, creators choose Protected (play only) or Open Source (play + remix allowed).

Impact

BeforeAfter

Monthly Users

Base

Before

6x Base

After

Bounce Rate

42%

Before

31.7%

After

Reflection

  1. The most surprising discovery was that users weren't rejecting templates - they were missing them. We assumed low template usage meant low interest, but session review showed most first-time creators couldn't even distinguish "start from scratch" from "use a template" on the original page.
  2. One decision I would revisit is introducing Marketplace and My Workspace together in the same release. In hindsight, I would ship Marketplace first, then stage Workspace in a second iteration to reduce cognitive load and isolate behavior changes more clearly.
  3. This project changed how I approach IA: now I explicitly map user intent before layout. For every landing structure, I ask "which intent starts here, and what action proves they understood it?" That question now drives module order and CTA hierarchy in my later work.
  4. Working on an AI product changed how I think about design itself - when the system can generate anything, the designer's job shifts from making to deciding. Every choice I made on this project was about reducing the decisions users had to make, not increasing what the AI could do.
  5. With more time, I would validate one concrete hypothesis: whether a "Fork & Remix"-first flow drives higher creator activation than a "Play"-first flow for first-time users, measured by entry-to-create conversion and 7-day return creation rate.

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