Overview
Retention is steadily increasing as the product improves. However, space creators are still struggling for low sales. The design team initialize the project voluntarily to identify obstacles that hinder the sales of creators, and even used Unity to produce without ENGs. As a result, we launched a global store on the platform and achieve an encouraging impact.
Role
Team
3 Designers
Impact
Timeline
Process
Designers launched the feature
from initiative to prod.

Background and Pain point
Spatial is a platform enabling creator & business to quickly
build and share 3D digital experiences.
While retention has increased as creators have been able to earn revenue, their sales remained low.
Competitor research
Recording the shopping experience in Spatial
Spatial
Since each space has its own purpose and aesthetics, each space has its own dedicated store.

Roblox
Global marketplace that sells items for use in all spaces.
Background is simple and can't navigate the space,
—users are more focused on shopping.
Each space has a store, items are only for in-game stats.

Fortnite
Global Store: highlights items and minimize the background.
Hierarchy among the items.
Bundle items in addition to individual items.
Insights
Global items in global store,
Full-focus on the shopping experience.
Successful models have "global" store and sell "global" items. It's possible since all spaces share the same avatar system. The store is designed to exclude all elements unrelated to shopping.

Design and Development

3D space mock-up
to wireframing

Gray mockup in Blender

Texture - Lighting in Unity

Wireframing based on design solutions and playtest feedbacks
Improvements:
playtest feedbacks

Store experience:
different themes
Impact
Increased store sales revenue 400%.
Design team led the project end-to-end. It saved resources for all engineers.

4x
Store sales revenue

100%
Designer-led from initiative to prod
— without a single ENG resource
Reflection
Takeaways.
No matter what I'm doing, asking for help has a positive effect. Even when I took full responsibility for a project, asking game engineers and managers for support provided valuable insights and greatly contributed to the project’s success.
End-to-end project improved my understanding of the perspectives/resources of stakeholders. I’ve learned to consider resources from both the designer’s and engineer’s perspectives, enabling me to break down features into separate versions.
The difference between design value and successful showcase. Even if a design is highly polished, showcasing it effectively can be a whole different challenge.