Overview

4 Feature System To Kickstart Spatial's Creator Economy

Context

Spatial is a platform enabling creators & businesses to quickly build and share 3D digital spaces across web, mobile, & VR.

Description

In Q1 '23, the strategy team identified that creators were struggling to monetize their spaces, leading to departures from the platform. At the same time, the team also discovered that spaces with a 'game-loop' had 7x higher retention than those without. This insight sparked the six-month 'Spatial Economy' initiative to develop infrastructure for creator earnings while encouraging the creation of 'game-loop' spaces.

ROLE

Product Designer

TIMELINE

Q1 23' - Q2 23'

COMPANY

TEAM

2

5

TOOLS

Figma

After Effects

Impact

12X Retention

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

Unlocking 4x in sales after optimizing the Avatar Store

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

4 Features To Kickstart Spatial.io Creator Economy

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Case Study

4 Features To Kickstart Spatial.io Creator Economy

ROLE

Product Designer

TIMELINE

Q3 23' - Q4 24'

COMPANY

Spatial.io

TEAM

1

1

1

TOOLS

Figma

After Effects

Description

During Q3 2023, we identified a key challenge: the need for more game-centric spaces. In response, we prioritized improving tools for creators to build games, developing in-house games as examples, and updating the homepage to better showcase these offerings for creators and enterprise clients.

Problem

  • Most Spaces on Spatial are designed for passive viewing, with limited interactivity. Only a few creators have attempted 'mini-games,' a challenging task requiring game engine skills and extensive knowledge of the Spatial Unity toolkit.

  • Enterprise clients are hesitant to commit to major deals, doubting Spatial's ability to deliver high-quality graphics and immersive experiences.

Solution

  • Upgrade Spatial's Unity Creator Toolkit to help creators build games faster and easier.

  • Create games in-house to drive platform traffic and showcase Spatial's capabilities.

  • Redesign the homepage to emphasize gaming use cases and highlight Spatial as a premium solution.

Impact

  • 3X MAU (6mo)

Let's set up
a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024

Inventory System

0:00/1:34

In-Space Shop

0:00/1:34

Spatial Coins

0:00/1:34

Spatial Studio

0:00/1:34

  • Spatial Studio

    0:00/1:34

  • Spatial Coins

    0:00/1:34

  • Backpack

    0:00/1:34

  • In-Space Store

    0:00/1:34

Inventory System

0:00/1:34

In-Space Shop

0:00/1:34

Spatial Coins

0:00/1:34

Spatial Studio

0:00/1:34

  • Spatial Studio

    0:00/1:34

  • Spatial Coins

    0:00/1:34

  • Backpack

    0:00/1:34

  • In-Space Store

    0:00/1:34

Inventory System

0:00/1:34

In-Space Shop

0:00/1:34

Spatial Coins

0:00/1:34

Spatial Studio

0:00/1:34

  • Spatial Studio

    0:00/1:34

  • Spatial Coins

    0:00/1:34

  • Backpack

    0:00/1:34

  • In-Space Store

    0:00/1:34

Inventory System

0:00/1:34

In-Space Shop

0:00/1:34

Spatial Coins

0:00/1:34

Spatial Studio

0:00/1:34

  • Spatial Studio

    0:00/1:34

  • Spatial Coins

    0:00/1:34

  • Backpack

    0:00/1:34

  • In-Space Store

    0:00/1:34

Deep DIve

Pain Point

Creators are unsuccessfully attempting to monetize their spaces. As a result, they are finding it harder to justify their efforts and are gradually departing from the platform.

Spaces featuring a 'game-loop' (often built in Unity) have a 7x higher Day-1 and Day-7 retention compared to spaces that do not.

Insight

Goals

Develop the infrastructure to help creators earn more from their spaces while also encouraging the development of more spaces with 'game-loops'.

Phase 1

Enable creators to introduce more 'game-loops' into their spaces by allowing them to reward visitors who make progress.

Role: Design Owner

Phase 2

Provide creators with the ability to monetize their game loops by providing opportunities for micro-transactions.

Role: Design Owner

Phase 3

Maintenance and port to mobile

Role: Design Owner

Open Questions:

  1. What are common patterns creators know in similar systems today?

  1. How can we build off Spatial Studio to account for the asset management & creator payouts?

  1. "How will visitors manage "global" Spatial coins as well as individual "local" currency? Is there a need for multiple wallets?"

  1. What happens if a Creator deletes an item already purchased by an explorer — will they lose access to that item?

  1. If a creator has multiple spaces - can explorers take items between spaces? What about taking items between two spaces from two separate creators?

  1. How will creators track their payout progress and receive earnings?

Research

What creator economies are users familiar with already?

Analyzing successful creator economies to inform their adaptation to Spatial.

Competitive Analysis

Identifying commonalities between platforms

Backpack

  • Roblox

  • Zepeto

  • Rec Room

  • Fortnite

Management

  • Youtube

  • Fortnite

  • Zepeto

  • Roblox

Marketplace

  • Roblox

  • Rec Room

  • Zepeto

  • Fornite

User Feedback

Gathering understanding for current pain points.

Discord

  • Central hub for user feedback and discussion.

Support.Spatial.io

  • Support Tickets

Insight

Audit of popular platforms with creator economies.

Findings

"What are common patterns creators know in similar systems today? "

Backpack *Requires Discussion*

  • Roblox and Rec Room offer BOTH global and local stores and inventory systems. Global items work across all experiences, while local items are specific to each experience.

  • Zepeto and Fortnite ONLY offer a "global" store and inventory system.


Marketplace

  • Fortnite and Roblox and Zepeto both block movement and occupy between 60%-75% of screen space when shopping. It would be ideal to mimic this behavior.

  • Providing a preview of items relative to the avatar is universal across all platforms but displaying the creators is not. *Requires Discussion*

Asset Management

  • Zepeto, Fortnite, and YouTube all provide similar structures with asset management and creator payouts. It would be ideal to mimic their behavior.

Development

Game-loop first, monetization second.

Prove the 'game-loop' hypothesis is valid first, then introduce monetizing tools.

Phase 1 - Enable creators to create 'game-loops' by rewarding visitors who progress.

  • V1 prototype showcasing how creators can manage items and assign properties.

  • V1 prototype demonstrating how visitors are rewarded with items.

  • V1 prototype exploring how ALL rewarded items are available in the backpack.

  • V1 prototype exploring how various items can live in separate locations.

Early Feedback

90%

"The team would prefer to have ALL items in one central location as compared to separate locations"

Simplify the inventory system by consolidating all rewarded items, both global and local, into the backpack.

70%

"Different items have different intentions - we need categories"

Introduce four item types—Avatar, Avatar Animation, Prefab Objects, and Avatar Attachments—each with unique properties and capabilities.

50%

"Items need to be assigned to specific spaces within the studio."

Spatial Studio needs to better reflect the hierarchy that items live under specific spaces.

Phase 2 - Provide Creators with the ability to monetize off their game loops.

  • V2 design illustrating items assigned to specific spaces

  • Figma mock showcasing creator payouts and item sales.

  • Walkthrough of store prototype & the impact it had on engineering enthusiasm.

  • Prototype for Spatial Coins - feel free to scroll.

Impact

How did this project lead to real impact?

12x

Increased retention among users with items stored in their backpack.

3x

Boost in average retention for spaces featuring a grind currency.

>2K

Total payouts to ~ 800 creators over a

1 year period.

Takeaways

  1. Prototypes are not only valuable for pre-visualization but also for inspiring the engineering for development.

  1. Currently, no one is synthesizing user feedback into actionable insights, which risks disconnecting us from our users.

  1. Organization vs. simplification: While placing all items in one location created a simpler mental model, it conflicted with the established organization and ended up confusing users.

  1. Your output should be treated as a product. Seek feedback on not just the designs — but also their presentation and communication.

Have more questions?
Let's set up a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024