Turn a reach problem into a product loop
I proposed quests, progression, and visible status as a way to expand participation beyond limited marketing reach.

BRAND · PRODUCT · Feb 2024 – Oct 2024
Cloud-gaming product design and the original $GLOB concept
Problem
Shaga needed consistent desktop and mobile gaming flows, plus a way to grow participation beyond its limited marketing reach.
Approach
Unify streaming, reservations, and onboarding. In parallel, I pitched and branded $GLOB around quests, progression, and status, and brought in Frankie Labs as a potential execution partner.
Outcome & evolution
Product and marketing evolved my social-token proposal into a points program. $GLOB launched and continued through engagement quests after my tenure; the original concept is shown here.
Key decisions
I proposed quests, progression, and visible status as a way to expand participation beyond limited marketing reach.
I created $GLOB's name, identity, interaction model, and campaign together so participation had a recognizable form.
I pitched leadership and identified Frankie Labs; product and marketing then evolved the proposal into the shipped points program.
Streaming, reservations, profiles, and parties share a consistent web and mobile experience beneath the engagement layer.
Project chronology
The role moved between the cloud-gaming foundation, the mobile social system, and a new engagement model. The sequence keeps those workstreams connected without collapsing them into one launch claim.
01
I originated and branded $GLOB to grow participation through quests and status. Product and marketing later evolved the social-token proposal into a points program.
02
The launch film introduces players, status objects, and collective progress through motion.
03
The global map makes individual contributions visible as shared progress.
04
Quests, levels, and collections give participation a visible progression across desktop and mobile.
05
Quests, balances, and collection progress keep the same hierarchy across desktop and mobile.
06
Inspired by Halo 2, numbered tiers make early progress clear and rarer icons mark long-term status. Rank travels with the player's Shagatag.
07
The daily quest explains availability, reward, completion, and return timing in one consistent mobile and desktop pattern.
08
Spin the Glob moves from availability through action, reward, and completion, making a daily contribution visible on the shared Glob.
09
The storyboard defines three states: available, reward reveal, and cooldown.
10
An arcade-counter exploration tested how accumulated points could feel playable before the raffle direction settled.
11
The browser arcade machine keeps wallet state, entry quantity, and purchase actions clear within the raffle experience.
12
Serial codes and reward states make raffle tickets feel collectible. This was a design direction, not a produced or distributed artifact.
13
An exploratory referral concept let friends form clans and progress through onboarding quests together.
14
Packaging concepts turn clan rewards into collectible status objects.
15
The launched program carried the concept into quests, progression, claims, and seasonal campaigns.
16
A location-specific completion card combines rank, place, and status into shareable proof of participation.
17
Social posts show players sharing the live Glob outside the product.
18
The intro uses tactical pacing and live system signals to establish Shaga's gaming network.
19
I also designed the core platform: node setup, streaming, reservations, onboarding, and the link between desktop play and mobile coordination.
20
The Node wireframes connect game selection, lobby state, social presence, and streaming controls.
21
Host and player journeys cover setup, network checks, discovery, lobbies, streaming, game switching, and session exit.
22
I directed a Ukraine-based agency's Node iterations across hosting, games, and social presence, improving clarity while establishing the Glob Network visual direction.
23
The Node map connects setup, discovery, hardware checks, gameplay, social presence, and session exit.
24
The mobile flow covers account creation, discovery, connection quality, lobby matching, controller setup, rotation, and play.
25
This early hackathon concept tested whether one Shagatag could connect identity, nearby players, and joinable parties.
26
List and map studies tested nearby-player coordination. Network quality joined distance and player state because proximity alone did not make a session playable.
27
The May studies tested Shagatag identity across onboarding, feeds, marketing, and an in-game social rail.
28
The MVP board connects feeds, onboarding, profiles, discovery, parties, reservations, and return states.
29
The mobile map connects social discovery and party states to controller setup and gameplay.
30
Detailed account and search flows cover validation, usernames, avatars, empty states, and progressive results.
31
Profile editing covers names, avatars, confirmation, cancellation, and returning to the live feed.
32
The newer direction aligns mobile discovery, reservations, and profile controls with desktop.
33
An exploratory pull-to-refresh scan combines nearby players, network quality, party capacity, and join intent. This direction did not ship.
34
Arcade hardware, planetary forms, and status objects give the gaming network a physical visual language.
35
36
One Shagatag carries level, avatar, presence, and balance across maps, profiles, and parties.
37
The identity extends into a handheld controller concept and launch campaign.
38
Packaging and campaign studies give cloud gaming a physical presence.
39
Partner posters connect controller imagery, a pre-order offer, and QR entry for conference audiences.
40
Stickers carry the Shaga mark, globe symbols, identity badges, and a playful Glob warning label.
41
The film and outdoor campaign share a simple invitation: believe in something.
42
The handheld anchors the same campaign across landscapes and cities.
43
The Molecule launch connects a physical reward, arcade purchase, and motion loop to the raffle.
44
Reservations connect nearby discovery, a held slot, expiry, and lobby entry, with a clear path to change plans.
45
Desktop stages the arcade campaign; mobile focuses on the collectible reveal and entry.