FLAGSHIP CASE STUDY · PRODUCT DESIGN

Rebuilding Lacrosse 26 around the player’s next decision.

A controller-first product redesign that turns Quick Play, team selection, match setup, and lineup management into one coherent game experience—without erasing the identity of the sport.

ROLE

Product design

SCOPE

Game Shell v1

INPUT

Controller-first

STATUS

A2 handoff-ready

Game Shell v1 — Quick Play

A controller-first shell aligns the player’s primary decision, opponent context, and environmental presentation in one readable frame.

LACROSSE 26 · REDESIGN

Game Shell v1 — Quick Play

A controller-first shell aligns the player’s primary decision, opponent context, and environmental presentation in one readable frame.

LACROSSE 26 · REDESIGN

01 · INHERITED EXPERIENCE

The original interface made the player translate the system before making a choice.

The current-state audit surfaced competing emphasis, dense game-state information, and weak focus hierarchy across menu and gameplay contexts. These screens are labeled as inherited UI—not presented as redesign work.

Inherited Quick Play

The selection path asks players to parse several competing layers before the core matchup decision is clear.

CURRENT STATE · REFERENCE

Inherited Quick Play

The selection path asks players to parse several competing layers before the core matchup decision is clear.

CURRENT STATE · REFERENCE

Inherited Quick Play

The selection path asks players to parse several competing layers before the core matchup decision is clear.

CURRENT STATE · REFERENCE

Inherited Gameplay HUD

Score, possession, clock, and contextual feedback compete for attention during the highest-cognitive-load moments.

CURRENT STATE · REFERENCE

Inherited Gameplay HUD

Score, possession, clock, and contextual feedback compete for attention during the highest-cognitive-load moments.

CURRENT STATE · REFERENCE

Inherited Gameplay HUD

Score, possession, clock, and contextual feedback compete for attention during the highest-cognitive-load moments.

CURRENT STATE · REFERENCE

CURRENT SYSTEM

Game Shell v1

Quick Play v3 aligns player intent, opponent context, and environmental presentation in one readable frame.

LACROSSE 26 · CURRENT SYSTEM

CURRENT SYSTEM

Game Shell v1

Quick Play v3 aligns player intent, opponent context, and environmental presentation in one readable frame.

LACROSSE 26 · CURRENT SYSTEM

02 · EVIDENCE AND APPROACH

Reduce interpretation cost while preserving game identity.

The work combined a current-state audit, sports-product heuristics, controller path mapping, and iterative UI prototyping. The approved Quick Play v3 direction is the baseline; production-level platform validation remains open.

APPROVED BASELINE

D-061

Quick Play v3 direction approved as the current design baseline.

APPROVED BASELINE

D-061

Quick Play v3 direction approved as the current design baseline.

SYSTEM SCOPE

V1

Game Shell, Quick Play, Team Select, Match Setup, and Starting 10.

SYSTEM SCOPE

V1

Game Shell, Quick Play, Team Select, Match Setup, and Starting 10.

READINESS

A2

Handoff-ready interaction baseline; not yet production-validated.

READINESS

A2

Handoff-ready interaction baseline; not yet production-validated.

03 · EXPERIENCE SYSTEM

One command architecture carries the player from intent to play.

The shell establishes a consistent controller grammar, visible focus, and contextual actions across the core pre-match journey.

01

Quick Play

Choose the matchup without losing environmental context.

02

Team Select

Keep identity, stats, and focus order legible from couch distance.

03

Match Setup

Expose rules and match settings without turning setup into a form.

04

Starting 10

Manage a spatial lineup with focus states and contextual commands.

Game Shell v1

The command architecture keeps primary actions, matchup state, and environmental framing connected as the player moves through the flow.

QUICK PLAY V3 · APPROVED BASELINE

Game Shell v1

The command architecture keeps primary actions, matchup state, and environmental framing connected as the player moves through the flow.

QUICK PLAY V3 · APPROVED BASELINE

04 · INTERACTION SHOWCASE

Starting 10 turns roster management into a spatial, controller-readable task.

Focused players remain anchored to the field structure while contextual actions reveal only what is available in the current state. The two team views demonstrate one reusable interaction model across distinct identities.

Irish — Starting 10

Controller focus stays visible while the command dock explains the next available roster action.

SPATIAL LINEUP MANAGEMENT

Irish — Starting 10

Controller focus stays visible while the command dock explains the next available roster action.

SPATIAL LINEUP MANAGEMENT

Irish — Starting 10

Controller focus stays visible while the command dock explains the next available roster action.

SPATIAL LINEUP MANAGEMENT

Carolina — Starting 10

The same system carries across team identity, proving the layout is a reusable product pattern rather than a one-off screen.

SPATIAL LINEUP MANAGEMENT

Carolina — Starting 10

The same system carries across team identity, proving the layout is a reusable product pattern rather than a one-off screen.

SPATIAL LINEUP MANAGEMENT

Carolina — Starting 10

The same system carries across team identity, proving the layout is a reusable product pattern rather than a one-off screen.

SPATIAL LINEUP MANAGEMENT

LACROSSE 26 · WALKTHROUGH PLACEHOLDER

Native controls · approved walkthrough mapped · captions/transcript next

LACROSSE 26 · WALKTHROUGH PLACEHOLDER

Native controls · approved walkthrough mapped · captions/transcript next

LACROSSE 26 · WALKTHROUGH PLACEHOLDER

Native controls · approved walkthrough mapped · captions/transcript next

05 · SYSTEM LANGUAGE

The interface system makes focus, timing, and status explicit.

Space Grotesk carries environmental display moments; Geist handles interface language; Geist Mono supports numbers and game-state data. Tokens, controller glyphs, and component states are designed as one system.

DESIGN SYSTEM

Typography, tokens, glyphs, and environmental surfaces.

Neutral game surfaces carry most of the visual weight. Bright accents are reserved for active focus, selected modes, command paths, and primary action—not decoration.

MOTION + ACCESSIBILITY

Fast focus feedback; calmer structural transitions.

Focus and control feedback uses 140–190 ms timing. Panels settle in 240–320 ms. The system supports keyboard and Web Gamepad input, visible focus, semantic status, and reduced-motion presentation.

Video interaction controls remain keyboard-operable, labeled, and pausable. The formal case-study film is still in production.

06 · EVIDENCE AND REFLECTION

A clear baseline, with the remaining validation work stated plainly.

Quick Play v3 is the approved design baseline. The interaction model is ready for handoff-level evaluation, while production contrast, couch-distance readability, platform behavior, engine integration, and broader usability testing remain open.

APPROVED

Quick Play v3

The current design baseline for continued product development.

APPROVED

Quick Play v3

The current design baseline for continued product development.

VALIDATED

A2

Keyboard, gamepad, focus, reduced motion, and semantic status defined for handoff.

VALIDATED

A2

Keyboard, gamepad, focus, reduced motion, and semantic status defined for handoff.

NEXT

Production

Contrast, couch-distance, platform, engine, and player validation remain.

NEXT

Production

Contrast, couch-distance, platform, engine, and player validation remain.

HONEST READINESS

This case study documents a verified design baseline—not a shipped production build.

That distinction matters. The work demonstrates product framing, interaction architecture, visual system design, and handoff readiness while keeping validation gaps visible instead of turning them into unearned outcome claims.

NEXT PROJECT

Figma to Tableau Design System

Translate reusable interface patterns into analytics-ready dashboard systems and a repeatable handoff language.

PIERRE BYRNE · PRODUCT DESIGN

PHOENIX · 2026

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