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G-Loot -
Merging two products

Initiative to create the best full experience for both everyday gamers and esports pros. Merging two platforms making one.



The company G-Loot had two platforms running GLL and G-Loot and they decided to merge them to create the complete Esports experience for both casual and pro gamers. I was working with the GLL platform with a small team and we were the ones merging tournaments that were under GLL into the new rebranded G-Loot platform. 

  • Rebrand Tournaments

  • Make Tournaments fit into the user journey

  • Creating new user flows 

  • Using the new G-Loot currency in the right way

The new G-Loot platform was released in mid-November 2021 after 2 months of hard work. We in the tournament team had made a full new tournament experience that did not just look different but was meant for a new core market user that was not only pro gamers but also everyday gamers. The tournaments were meant to be welcoming to all kinds of gamers.

Role and responsibilities

UX Designer

2021, 2 months

Tournaments team

(cross-functional team)


The two different platforms GLL and G-Loot and were marketed toward different core users. GLL was for people wanting to become pros in esports or already were a pro where they would compete in tournaments and G-Loot was for the everyday gamer and more like an extension to your gaming experience as it was powered by overwolf.

When i started as an intern i got to work with GLL and when i got employed i was the only designer working with GLL, so me and my small team where the only ones in the company that knew how the tournament system worked. 


Old G-Loot

How we did it?

4 months before the company announced that we will be making a big change me and two other design colleges were working on a mockup design for how this merge could look and work. 

When the big change was announced everyone got new teams that would work on different parts of the new platform and my team was the tournaments team. When we started to work the design team was working closely to set the user journey and the different experiences in place.  I was working closely with 2 backend developers and the pm, and we were deciding on how the flows should work and how we could use the code from the old services on GLL in this new version of G-Loot. 

Me and the UI designer started producing the design and what we had was flowcharts on how the services worked and then it was just to get to work. After 2 weeks of rapid design work and full focus on the user journey and different user flows the frontend developers got introduced to the teams. 


Our process was: UX setting the design -> sending it to UI -> sending it back to UX -> sending it to the backend -> sending it back to UX -> sending it to the front end -> being delivered.


We had lots of issues for the developers because the tournament services were very old and it was written very badly only some developers that had been there a long time could work with it but even though that In November the platform was launched even if it still was not perfect.


I spend the majority of the time I was still working for G-Loot working on bettering the tournaments, examples of features is a new join future in which you could join with a group solo or search for a group, tournament tiers so even everyday games could join. Valorant tournaments that we had to build a new service for because we didn't have riot APIs. We also updated the UI and how-to-play to make it more clear. There are the big things I and the team worked on before I got moved to the payments team the last 3 months before I left.


I was always trying to push the limits and listen to our users and feedback from our tournament moderators while at the same time pleasing stakeholders. 



The research we did was limited but we had a user researcher in the company that did the big works with personas and NPC. 

I only did competitor analysis and benchmarking before we started with the new teams and when we released that is when I started conducting research by checking our data (keeping track of KPIs), getting feedback from our community on discord and also from customer support, bugs that developers found, and of course conducting user interviews on both our personas who were the everyday gamer and the pro gamer. 

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