Case Study

Unlocking 4x in sales after optimizing the Avatar Store

Context

Building on steady growth in retention, Spatial is increasing its investment in gaming spaces developed in Unity. However, two significant challenges have surfaced: overall sales for Unity creators remain quite low, additionally the product team lacks a comprehensive understanding of their workflows. As a result, creators are not only facing challenges but also lack a supportive and empathetic community to help them thrive. As a result, I set forward an internal initiative to address both — a project to deepen the design team’s empathy for Unity creators and while also pinpointing challenges hindering sales.

ROLE

Design Engineer

TIMELINE

Q4 23' - Q1 24'

COMPANY

TEAM

3

3

TOOLS

Impact

390% Sales

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

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

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

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Create // Empathize // Design

Deep DIve

Pain Point

While retention has grown since the
'Spatial Economy' initiative, sales remain very low for most creators.

Pain Point

As Spatial focuses more on Unity game developers, empathy between these creators and the product team widens.

This could be an great opportunity to demonstrate my leadership skills through an internal initiative

Insight

Goals

Kickstart a project to deepen the design team’s empathy for Unity creators and pinpoint challenges hindering sales.

Open Questions:

  1. What are parts of the Unity toolkit process are the most painful? How would we fix them?

  1. What additional skills can the design team cultivate to better support the needs of a video game-focused company?

  1. How are creators currently selling items, and what factors are contributing to low conversion rates?

  1. What’s the best way to secure team-wide support to move this project into production?

Research

What challenges do our creators face when building spaces, and why are they not converting well to sales?

Audit of current shopping experiences on Spatial against other successful alternative models.

  • Reference of Fortnite Store Layout

  • Reference of Roblox Marketplace Layout

  • Recording of Spatial's current highest-performing shopping experience.

Insights

Spatial

  • Shopping experiences often require users to run from item to item in 3D space. While this provides a unique shopping experience - it is inefficient for rapid item discovery and quick sales conversion.

Roblox

  • The marketplace primarily focuses on individual items, with secondary emphasis on their relationship to the avatar. Additionally, the minimal background and lack of free navigation for the avatar further concentrate the user on shopping rather than space discovery.

  • Marketplace only sells "global" items (items that can be used across all experiences — not just one.

Fortnite

  • It is very similar to Roblox in structure and biasing toward highlighting items.

  • Unlike Roblox, Fortnite is heavily biased towards item "bundles" rather than individual items.

  • Similar to Roblox, Fortnite's store only sells "global" items

Development

Increase sales by limiting space navigation and increasing focus on (global) item discovery.

Optimizing the current Spatial shopping experience to better reflect Roblox and Fortnite.

Development (Low to High Fidelity)

  • Texturing, lighting, and game development all occurred within Unity game engine.

  • Initial Specs developed in Figma

  • Animation created by Yoonwoo Lee to inform Art Direction and Interactive design principles.

  • Initial greyboxing of the 3D space to better understand architecture in relation to avatar.

  • Revised space after initial feedback from grey boxing.

Early Feedback

Solutions

90%

"It is not clear what I should do when entering the space."

70%

" These items are not worth the money"

50%

" It would be nice if there were categories"

Focus on the user's attention by auto-prompting the store when entering the space.

Introduce tiered pricing to help users compare assets within the store vs comparing to external assets.

Introduced categories and bundles following POC deployment to production.

Proof of Concept

Create // Empathize // Design

Create // Empathize // Design

Impact

How did this project lead to real impact?

Prod

Initiative gets implemented into production

390%

Sales revenue exceeds the average revenue per space.

200%

Sales revenue exceeds other Spatial monetization initiatives.

Takeaways

  1. Stakeholder buy-in increases as you emphasize the value the project brings to them, specifically.

  1. Ensure the brief (problem & goals) is prominently surfaced near assigned tasks to increase visibility and reference.

  1. Even in a lead role, seeking support is essential. Regular consultations with game developers and other PMs would have provided valuable insight into project timelines.

  1. There seems to be a strong correlation between an items value and it's ability to be "shown off" to others.

Have more questions?
Let's set up a call

Los Angeles, CA

COPYRIGHT JAYSon.STUDIO 2024