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SEGA

Restructured the site’s architecture for the Sega’s umbrella transition.

Restructured the site’s architecture for the Sega’s umbrella transition.

Sega was a real challenge, their site needed to be rebuilt from the ground up to accommodate their new company’s structure. The experience wasn’t just about nostalgia anymore, it had to celebrate the past while displaying the present and future of their different franchises across different types of media: video games, tv series and blockbuster films.

Sega was a real challenge, their site needed to be rebuilt from the ground up to accommodate their new company’s structure. The experience wasn’t just about nostalgia anymore, it had to celebrate the past while displaying the present and future of their different franchises across different types of media: video games, tv series and blockbuster films.

SKILLS

Information Architecture

Design Systems

User flows

Prototyping

TOOLS

Figma

Miro

Drupal

Sega needs no introduction, we’ve all seen or heard about it here and there, the rebellious rival to Nintendo back in the 80’s… or at least that’s how many of us remember it.


Now it needed to suit up to celebrate decades of gaming history, while presenting itself as a modern entertainment company, with franchises that now go beyond video games.

Start game – Designing around worlds.

Start game – Designing around worlds.

Working alongside a copywriter, my first task was to rethink the site’s information architecture.


We started by zooming out to understand the cards we had, before diving into individual wireframes. One of the most impactful decisions came from the language itself: instead of referring to each intelectual property as a franchise, we adopted the term world, a concept that felt more natural to Sega’s audience and helped shape the rest of the site’s architecture.

We had two main goals: Account to the new Sega’s entertainment dimension while making it easier for users to discover, browse and ultimately purchase media.

We had two main goals: Account to the new Sega’s entertainment dimension while making it easier for users to discover, browse and ultimately purchase media.

IT LOOKS SIMPLE NOW…

...But back then when we tackled it, the challenge was figuring out how to accommodate franchises too rich in content like “Sonic” or “Like a Dragon”. Over the years these IPs have released collections of games and media.


On the other hand, the word franchise didn’t resonate with the brand, it sounded too corporate... We realized that each IP was its own world: a concept broad enough to embrace entire universes and that felt more natural to the audience.

Checkpoint, crafting the right experience.

Checkpoint, crafting the right experience.

Once the sitemap was in a good place and validated, we zoomed in to the individual pages.


Each module that we designed served a clear purpose, helping users to discover a world’s lore, explore related content, becoming part of the community and ultimately make a purchase.


We also kept in mind cross referencing different dimensions of the site. A world’s page wasn’t just a destination, it became a hub where users could discover games, tv series, films, forums and other types of content.

Reducing rage clicks

Reducing rage clicks

THE HOMEPAGE.

The homepage became a reflection of the site’s overall architecture.


We started by highlighting timely announcements and featured releases in the hero, classic move...

But just below the hero, users were introduced to a curated selection of Sega’s Worlds, giving them a glimpse of the brand’s range of offerings.


This was only the tip of the iceberg, with the option to See All Worlds, users could browse all of them and dive deeper.


This module was built as well to be flexible. As new games or media were released, Sega’s team could easily update the module, to keep it fresh.

The page gradually narrowed its focus.


After introducing the Worlds module, users were presented with individual games through a selection of the latest releases.


This was only a glimpse of Sega's catalog, we enabled users to see the full library with a clear CTA as part of the module.

A World's hub.

A World's hub.

WORLDS.

When users landed in the World’s section, they were presented with two ways to explore.


Featured Worlds: Giving the spotlight to those Worlds with new releases, active campaigns and events.


All Worlds: The list of all of them, with the ability for users to filter by genre or studio.

Within Featured Worlds, the site offers another layer of discovery, grouping worlds based on their genre and gameplay.


This makes it easier for users that are interested in RPGs, Simulations, or other categories, to quickly find the experience that is aligned to what they like.


While individual games within a world can belong to different genres, each one of them has a distinct identity.

Organizing content at the world level gave users a clear mental model and made it easier to discover experiences aligned with their gaming preferences.

Anatomy of a World.

Anatomy of a World.

HOW WE STRUCTURED A WORLD.

On a specific World page the hero makes a memorable first impression. It showcases the franchise's identity while introducing users to its lore through a short paragraph.


At the same time, we were careful not to let the hero dominate the page. Worlds can contain games, news, merchandise, media, an about section, and a community hub, so users need quick access to these areas without excessive scrolling.


This structure balances storytelling and usability which help us to communicate the richness of each universe, but also, keeps each world scalable for Sega’s content team to manage.


Since the amount of content for each World is different, if they didn’t have as much sub navigation items like Sonic has, the tabs would show only the required elements, or the sub-navigation strip simply won’t be displayed.

Below the sub-navigation, the page adapts to the selected section. In this example, the Games tab is active and shows every game title associated with that World.


Rather than presenting the entire catalog as a long, unstructured list, we organized it using a clear visual hierarchy that helped users browse naturally.


Newest titles appeared first, with a the right visual hierarchy applied, followed by the most popular ones, and finally the complete game library.


This progressive structure made the game catalog easier to scan while surfacing the content users were most likely to engage.

As a conclusive module, we wanted to encourage users to keep exploring instead of reaching a dead end.


A module to display related worlds gave them a natural next step, helping them discover other universes and stay engaged in the site.

The buying funnel mini-boss.

The buying funnel mini-boss.

A major goal of the redesign was to streamline Sega’s buying funnel.


Purchasing a game wasn’t as straightforward as it sounds. Physical and digital versions of game titles were released across multiple consoles, many had “orphan” micro-sites, and different publishers and studios often managed their own purchasing experiences.


This created a fragmented journey that made it hard for Sega to own customer relationship, and also gave a broken experience to users.

Our task was to make the new site accountable for every user purchase, regardless of the console, who published or developed the game. – We made it quite simple tho, by mapping the different scenarios of the buying funnel, we created a flexible journey that was able to adapt to each case, and at the same time, it provided users with a consistent experience across the site, while triggering for Sega the proper events to track engagement.

Our task was to make the new site accountable for every user purchase, regardless of the console, who published or developed the game. – We made it quite simple tho, by mapping the different scenarios of the buying funnel, we created a flexible journey that was able to adapt to each case, and at the same time, it provided users with a consistent experience across the site, while triggering for Sega the proper events to track engagement.

Games with micro-sites.

Games with micro-sites.

Buying within Sega.com

Buying within Sega.com

GUIDING THE PURCHASE FROM THE TOP.

  1. Users are shown a buying module, with multiple options for the users to get the format and version of the game they need.

    Options will be defaulted to the most popular platform and the biggest edition.





  1. Clicking the dropdown will allow the user to pick the different digital or physical editions or physical.



  2. When users select a physical edition, a second dropdown appears with retailers in the dropdown field based on their location.

By allowing the users to choose the platform first, and by grouping digital and physical editions into a single flow, users only saw valid purchasing options—eliminating unnecessary error states and making the buying experience much smoother.

Choosing our battles.

Choosing our battles.

Now, the nature of the site called for the right balance of visual dynamism and thoughtful micro-interactions to capture the excitement of gaming. We had plenty of right assets to work with: from high-quality images and visual patterns, to gameplay videos. This gave us the opportunity to create an engaging and immersive experience. (Crafted in Figma prototypes)

SADLY...

...not every idea made it to production. While video-based interactions looked great in prototypes, the performance tradeoff wasn’t worth it. We focused instead on lightweight micro-interactions that preserved the energy of the experience without compromising speed or usability.

Thinking in systems, side quest.

Thinking in systems, side quest.

Another key aspect of the project was that we were building for a long-term vision. The deal (literally the contract), wasn’t just to design a website, but to build a flexible library of templates and modules that their team could reuse, adapt and expand as they made future updates on the site.


This meant thinking in systems rather than individual pages. For example, we designed a hero banner that could be scaled up or down depending on context and needs of how it was going to be used.


This approach required detailed documentation, almost like an IKEA instruction manual to indicate how a component could be assemble, what elements were optional and what was the minimum viable version of it.

Documentation sample.

Documentation sample.

HERO - CAROUSEL VARIANT

  1. Hero background (media):
    The media for the hero can be a:

    • Game-related video


    • Length: Recommend 7 seconds

    • Play mode: Automatically and on loop

    • Static image


    If the hero is a carousel, the recommendation is to include 3 to 4 slides.

  2. Hero content:
    The content on the hero banner, can include the following elements:

    • Optional Tag: Shows the release date, when needed

    • Eyebrow: A single line of text

    • H1: Up to 2 lines of text

    • Optional Description: Optional paragraph to add more context

  3. Play button:
    If media is a video, a play button on the hero banner invites the user to see the full video (trailer, gameplay, or other media content)

When clicked, the video will open in a modal.

  4. Carousel controls:
    These controls indicate that there are more slides in the hero banner. The slides will changed automatically. A bar around the control button communicates time for each slide. (We recommend each video to be about 5 to 7 seconds.) If the button is clicked, it will advance to the next slide.

    • Review interactions here in prototype mode.

    • Review carousel button documentation

  5. Hero CTA's:
    Primary button: This is the main action we want the user to take (i.e. buy a game, pre-order a game, wishlist a game, etc.)
    Optional Secondary button: A complementary action we want the user to take (i.e. go to game detail page, etc.)

  6. Game logo:
    This is the where to display the respective game logos. Game logos are only displayed when the content of the hero banner highlights a specific game.

It’s always about craft.

It’s always about craft.

FIRST WE PLAN, THEN WE CRAFT.

Great handoff and documentation don't begin when designs are finished—they begin much earlier. By understanding both the business goals and users' needs, we can craft components and modules that solve the right problems from the start.

This also contributes to have the right elements and tools throughout the project to reuse and maintain, making life easier not just for designers, but for developers as well.

Looking back.

Looking back.

One of the biggest challenges was setting a design system mindset within the team, this also involved establishing file organization practices that made collaboration smoother and handoff easier. The goal wasn’t just about delivering artifacts for Sega to confidently maintain and evolve after handoff, it was also about making our own work more efficient.

Advocating for a design system mindset across the project, and seeing how it positively impacted our ways of working, was just as rewarding as collaborating with such a cool brand like Sega.

Advocating for a design system mindset across the project, and seeing how it positively impacted our ways of working, was just as rewarding as collaborating with such a cool brand like Sega.

Hey, it’s me again!—

Let’s work together

Hey, it’s me again!—

Let’s work together

If you've made it this far, we should probably talk. Whether it's about design, digital products, or your favorite Figma plugin, my inbox is open.

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