Brand Designer
Selected work

2023 - 2026

Case study | UX/UI

Winalia.gg

Redesigning the interface of a platform where players bet real money on their Fortnite matches.

Role
UX/UI Designer
Context
3-month internship, remote
Year
2026
Team
The 2 founders
Winalia.gg — laptop mockup

The problem

An interface that asked for a credit card without earning trust.

Winalia has two modes: Ranked, which is free and brings players in, and WinaMatch, where players stake W-Coins to win a prize pool. That’s where the revenue is, so that’s where the interface has to be flawless.

I audited the product page by page. Confusing navigation, weak call-to-action buttons on the screens that make money, a dashboard with no focal point, no visual feedback after an action, and a broken mobile layout.

18issues found, ranked by severity
6of them critical, directly hurting conversion
5key screens redesigned, desktop and mobile

Its players spend their days on Fortnite, Discord and Twitch. Next to those, anything approximate gets noticed.

Before / after

The Dashboard

Starting point

Before the redesign

Original version
Winalia dashboard before the redesign

Two decorative banners taking over the top of the page, an isolated welcome message, the Battle Pass pushed aside. Nothing tells you where to click.

Final solution

After the redesign

Approved version (V3)
Winalia dashboard after the redesign

Welcome and progress merged, both game modes side by side and clickable, the Battle Pass repositioned as a retention lever.

The process

Four steps, with no access to users.

User testing wasn’t possible on this project. So I based every decision on what I could document: the existing product, the competition, and profiles validated by the founders, who know their community better than anyone.

01

Audit

18 issues found page by page and ranked by severity.

02

Benchmark

8 competing platforms analyzed.

03

Personas

4 player profiles built with the founders.

04

Design

3 to 5 versions per screen before sign-off.

Persona Winalia — Yassine Persona Winalia — Léa Persona Winalia — Karim Persona Winalia — Mehdi
Each one has a different need. Yassine wants to join a match in three clicks, Karim wants to see his stats before betting, Mehdi plays on mobile. When two options were visually equal, I decided in favor of the profile that screen was for.

The decisions

Three calls that shaped the redesign.

Match history reads like a bank statement.

On a platform where people deposit money, the list of games can’t look like a social feed. Same rows, same dates, same money in and money out as a bank account. The visual language of banking builds the credibility that game design can’t.

Winalia Profile screen: stats and match history

A shop that shows less, and shows it well.

The old shop dumped the whole catalog at once. I borrowed Discord’s approach: a featured selection first, then a few categories. Showing everything doesn’t sell more.

Winalia Shop screen

Navigation designed for two ways of holding the screen.

A 72 px sidebar that expands on hover on desktop, a fixed bottom bar on mobile. On WinaMatch, the entry fee and the prize pool are visible on every card: the information that drives the action should never take a click.

Winalia WinaMatch screen: match list with entry fee and prize pool

Delivered

Five screens, and a system that goes beyond them.

A very dark background, a single action color with no gradient, one color reserved for W-Coins, Inter in several weights, no forced capitals. The system was built from day one to cover more than the first five screens.

Winalia Leaderboard screen: podium and rankings
Leaderboard | podium for the top 3, rank badges, live ranking indicator.

The back-and-forth

Three versions of the Dashboard, two corrections from the client.

I delivered a screen as a PDF, got feedback within 24 hours, and iterated. In V1, I had separated the hero from the welcome message. Tom’s feedback: “merge them.” In V2, I had put the stats before the favorites: “flip the order.” V3 was approved.

What I took away

My first two versions thought like a designer. Tom thought like a user.

What a player wants to see when opening the app is where to play next, not their stats. He was right both times.

What I’d do differently: ask those questions before designing, not after the first mockup. Three rounds on one screen isn’t a problem in itself, but two of them could have been a ten-minute conversation upfront.

The mockups are currently being implemented. This project is confidential; some elements have been simplified.

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