XDefiant: Store UX

XDefiant store UX thumbnail

I redesigned the in-game Store to support clearer navigation, stronger merchandising, and a more efficient purchasing flow. The goal was to give players a clean, modern interface with intuitive browsing, while simultaneously preparing the UI for full localization and accessibility compliance across multiple languages.

All behind-the-scenes content is post-sunset reconstruction and remains compliant with the NDA.

UI/UX Gaming Ecommerce Accessibility

What I Started From

Original XDefiant bundle tile showing only a 'BUNDLE' label and price
Original bundle tile — visually strong hero art, but almost no information density, and no plan for longer localized strings.

The existing bundle tile only exposed a “BUNDLE” label and a price. Everything else (what the pack contained, how many currencies it used, what was premium vs. bonus) lived in supporting UI. That worked acceptably in English, but completely broke down once Arabic and Ukrainian strings were added – the layout simply had nowhere for longer words to go.

Legacy store flow — tiles visually carried the page, but the information layer stayed shallow and brittle once localized.

The Team & My Role

I worked as the UX designer on this effort, partnering closely with:

  • The MTX (monetization) team, who owned business goals and pricing strategy.
  • One UI Tech Artist, who helped me understand what the existing store graph could realistically support.

I owned the end-to-end UX for the store refresh: auditing the current layout, mapping localization failures, redesigning the bundle structure and tile, and documenting final specs and states for implementation.

Players & Their Needs

Store work looks like “just art” from the outside, but the players here were pretty clear:

  • Clarity: What exactly am I buying? Is this a bundle, a skin, a currency pack?
  • Trust: Does the tile reflect the same offer in every language and platform?
  • Speed: Can I scan tiles quickly with a controller and still understand value?
  • Stability: Does the layout feel consistent regardless of language length?

The Problem Behind the Pretty Tile

Once Arabic and Ukrainian were added, the store started to show its seams:

  • Longer strings pushed outside the tile frame or collapsed into illegible wrapping.
  • Key information (what the bundle contained, which currencies were used) had to be dropped or abbreviated per language.
  • The store graph was already development-heavy, so we couldn’t “just add more UI” without increasing complexity and risk.
Side-by-side comparison of inactive and active tiles across multiple localized languages
Localization stress test — Arabic and Ukrainian strings quickly exposed how fragile the original tile layout was.

Approach: Treating the Tile as a System, Not a Poster

Instead of treating each bundle as a mini poster, I reframed the tile as a compact system for communicating value. That meant designing backwards from constraints:

  • Localization first: Typesetting and grid decisions were driven by the longest expected strings, not just English.
  • Reusable structure: The same tile template needed to work for single items, bundles, and future promo types.
  • Minimal graph impact: Any changes had to sit on top of the existing store graph, not restructure it.
UX wireframe showing the new bundle tile structure and information hierarchy
UX tile spec — splitting the tile into predictable zones for hero art, bundle name, contents, and price so that localization had room to breathe.

Instead of treating each bundle as a mini poster, I reframed the tile as a compact system for communicating value. That meant designing backwards from constraints:

  • Localization first: Typesetting and grid decisions were driven by the longest expected strings, not just English.
  • Reusable structure: The same tile template needed to work for single items, bundles, and future promo types.
  • Minimal graph impact: Any changes had to sit on top of the existing store graph, not restructure it.

Redesigning the Bundle Structure & Product Tile

With the new frame in place, I re-defined how bundle information showed up on the tile:

  • Top band: Promotional flags like “Limited Time” or “Sale”, designed to hold localized labels without overlapping art.
  • Middle: Hero art focused on the key characters or weapons.
  • Bottom white panel: Name, contents, and price, laid out on a flexible grid that could adapt to different currencies and line lengths.
Annotated UX tile mock showing final bundle structure and typography guidelines
Updated tile anatomy — a shared structure for all bundles, designed to stay stable under different languages and currencies.

With the new frame in place, I re-defined how bundle information showed up on the tile:

  • Top band: Promotional flags like “Limited Time” or “Sale”, designed to hold localized labels without overlapping art.
  • Middle: Hero art focused on the key characters or weapons.
  • Bottom white panel: Name, contents, and price, laid out on a flexible grid that could adapt to different currencies and line lengths.

States: Inactive vs. Active Selection

Because the store needed to be fully navigable on controller, I treated the inactive and active states as part of the information hierarchy, not just a hover effect. The goal was that players could feel a clear “step up” in focus without losing legibility.

Inactive bundle tile state
Inactive state — slightly desaturated art and a neutral panel so tiles can sit comfortably side by side.
Active bundle tile state with stronger focus
Active state — brighter hero art and bolder type for the name and price, tuned for controller focus.

Iteration with MTX & Tech Art

I iterated on the tile and bundle structure with the MTX team and our UI Tech Artist:

  • MTX pushed for clearer value communication: it needed to be obvious when a bundle contained multiple items vs. a single premium skin.
  • The Tech Artist surfaced where the graph was most fragile, so I could avoid solutions that needed new nodes or bespoke logic.
  • Localization reviews highlighted where Arabic and Ukrainian still needed more breathing room, so I widened the bottom text panel and re-balanced type sizes.

Constraints I Worked Around

  • Heavily loaded store graph: The store was already one of the more complex graphs in the game. I had to treat every new UI element as a cost.
  • Limited time to iterate: This work happened alongside other live-service priorities, so I leaned on lightweight prototypes and static mocks instead of full interactive flows.
  • No major IA changes: The navigation model for the store stayed the same; all improvements had to come from tile structure and presentation.
Horizontal layout stress test — proved the bundle tile could stretch without breaking the graph or forcing new IA.
Vertical stack prototype — showed how the same template adapted to controller focus states without extra flyouts.
Combined axis pass — final verification that horizontal and vertical variations stayed stable under localization constraints.

What This Work Set Up

The redesigned store and tile system shipped internally before XDefiant was sunset in Summer 2025. Because the team was let go shortly after the release of Season 3, we weren’t able to run the long-term experiments we had planned or collect detailed metrics.

That said, the work left the team with:

  • A localization-ready tile template that held up under Arabic and Ukrainian without bespoke exceptions.
  • A clear UX spec for bundle structure and tile states that could be reused across future promos and offers.
  • A shared understanding across MTX and Tech Art of how to evolve the store without overloading the underlying graph.

What I Would Have Done Next

If the project had continued past Season 3, I would have:

  • Run more player testing around value perception. We started from localization pain, but I would have loved to run A/B tests on different ways of surfacing “what’s in the bundle” and how that influenced purchase confidence.
  • Pushed the system into more edge cases. Things like free rewards, cross-promotion tiles, or bonus currency grants would have been great stress tests for the template.
  • Explored a more modular store layout. The next step would have been to apply the same system thinking to carousels and event panels, so the whole store felt as considered as the tile.

Even though XDefiant was sunset, this project reinforced a pattern I keep coming back to: treat every “single screen” as a system. When the underlying logic is clear and localization is part of the design from day one, the UI stays stable even as the game and business evolve around it.

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