Achievements
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.
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.


YEAR
2025
ROLE
Lead Product Designer
SERVICES
Product design, UX/UI, information architecture
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.
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.
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.
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.




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.


YEAR
2025
ROLE
Lead Product Designer
SERVICES
Product design, UX/UI, information architecture
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.
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.
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.
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.




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.


YEAR
2025
ROLE
Lead Product Designer
SERVICES
Product design, UX/UI, information architecture
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.
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.
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.
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.



