Achievements

OVERVIEW

The achievements system for Roach Racing Club, a Web3 racing game. I designed it end to end, from the underlying structure to the final UI across web and mobile.

Screenshots of profile with achevements' widget on mobile and of overlay with badge
Image of 3 pixelated flat icons

YEAR

2025

ROLE

Lead Product Designer

SERVICES

Product design, UX/UI, information architecture

About the project

Why it mattered

Achievements weren't a polish layer. They had to do several jobs at once: drive on-chain activity, create shareable moments, help new players understand what mattered, and shape behavior toward actions that strengthened the game economy.

Concept before screens

Before designing any UI, I defined the achievement types, how they related, and what each one was meant to do for the player and the system. That structural layer gave every screen a reason to exist.

Designing in parallel

Instead of full wireframes, I built a placeholder that defined each badge's size, composition, and weight, so our 3D artist could design in parallel while I built the interfaces. When his work was ready, the badges dropped in cleanly.

Shipped in two phases

Off-chain achievements came first, so players could start earning right away. On-chain claiming, where players mint achievements as NFTs, followed as its own release, drawing renewed attention to the system.

Image of multiple pixelated flat icons
The word "H23" pixelated

Achievements

OVERVIEW

The achievements system for Roach Racing Club, a Web3 racing game. I designed it end to end, from the underlying structure to the final UI across web and mobile.

Screenshots of profile with achevements' widget on mobile and of overlay with badge
Image of 3 pixelated flat icons

YEAR

2025

ROLE

Lead Product Designer

SERVICES

Product design, UX/UI, information architecture

About the project

Why it mattered

Achievements weren't a polish layer. They had to do several jobs at once: drive on-chain activity, create shareable moments, help new players understand what mattered, and shape behavior toward actions that strengthened the game economy.

Concept before screens

Before designing any UI, I defined the achievement types, how they related, and what each one was meant to do for the player and the system. That structural layer gave every screen a reason to exist.

Designing in parallel

Instead of full wireframes, I built a placeholder that defined each badge's size, composition, and weight, so our 3D artist could design in parallel while I built the interfaces. When his work was ready, the badges dropped in cleanly.

Shipped in two phases

Off-chain achievements came first, so players could start earning right away. On-chain claiming, where players mint achievements as NFTs, followed as its own release, drawing renewed attention to the system.

Image of multiple pixelated flat icons
The word "H23" pixelated

Achievements

OVERVIEW

The achievements system for Roach Racing Club, a Web3 racing game. I designed it end to end, from the underlying structure to the final UI across web and mobile.

Screenshots of profile with achevements' widget on mobile and of overlay with badge
Image of 3 pixelated flat icons

YEAR

2025

ROLE

Lead Product Designer

SERVICES

Product design, UX/UI, information architecture

About the project

Why it mattered

Achievements weren't a polish layer. They had to do several jobs at once: drive on-chain activity, create shareable moments, help new players understand what mattered, and shape behavior toward actions that strengthened the game economy.

Concept before screens

Before designing any UI, I defined the achievement types, how they related, and what each one was meant to do for the player and the system. That structural layer gave every screen a reason to exist.

Designing in parallel

Instead of full wireframes, I built a placeholder that defined each badge's size, composition, and weight, so our 3D artist could design in parallel while I built the interfaces. When his work was ready, the badges dropped in cleanly.

Shipped in two phases

Off-chain achievements came first, so players could start earning right away. On-chain claiming, where players mint achievements as NFTs, followed as its own release, drawing renewed attention to the system.

Image of multiple pixelated flat icons
The word "H23" pixelated