Make the quest the canonical object
Reward, discipline, client, reputation, deadline, status, and required skills travel together from discovery into application and active work.
A quest-based freelance marketplace built around skill, proof, and progression
Context
Conventional freelance marketplaces separate discovery, application status, reputation, and proof of work across dense utility screens, making it difficult for people to understand where they stand.
Product decision
Use the quest as the canonical object. Reward, discipline, status, deadline, client reputation, and required skills stay visible on the card, while profiles carry badges, prior quests, portfolio evidence, balance, and activity.
Outcome
The MVP covered both sides of the marketplace: responsive discovery, application state, active-work execution, reputation, onboarding, and the complete client path from posting a quest through preview, publishing, funding, and sharing.
Lancer and client paths share one system.
Engineering, design, and marketing shape discovery.
Onboarding, quests, profiles, activity, and proof of work.
Key decisions
Reward, discipline, client, reputation, deadline, status, and required skills travel together from discovery into application and active work.
Open, hover, applied, denied, and accepted states use one architecture so people can scan both opportunity and progress without learning a second interface.
Milestones, partial earnings, client context, conversation, attachments, and section submissions stay inside the accepted quest instead of falling back to email and chat tools.
Lancer and client roles share identity, balance, activity, badges, and portfolio evidence while preserving the different actions each side needs.
Product chronology
The added boards reveal the sequence behind the polished interface: map the whole service, define lifecycle states, design the work after acceptance, then evolve the model into a more expressive Quest system for both sides of the market.
01
Every card answers the questions a freelancer needs before opening it: reward, discipline, client, reputation, status, deadline, and required skills. The visual variation communicates type without changing the underlying model.
02
The June system map connected responsive discovery, notification subscriptions, saved work, applications, active bounties, and mobile. A tighter journey board made the handoffs between those states easier to inspect.
03
The early system work defined how a quest moved from open to hover, applied, denied, and accepted, then connected those states to browsing, notifications, application attachments, active work, submissions, and client feedback.
04
Discipline colors and symbols helped people scan the marketplace without fragmenting it into separate products. The quest identity carried from the mark into cards, filters, and campaign language.
05
The account keeps balance and activity one step from the board. The full profile turns completed work and reputation into evidence for the next quest.
06
Activity shows live application state, badges turn completed work into earned recognition, and the portfolio keeps evidence close to the next application. The Lancer/client switch stays available throughout.
07
The first-run sequence sets the user's side of the market, selects a skill mix, and creates the proof-bearing profile before dropping them into discovery.
08
Clients choose a discipline and reward, write the brief, attach links and imagery, inspect the public preview, then publish into an honest unfunded state with clear funding and sharing actions.
09