00 Project

Riot Games 2020–2022 UI/UX Lead

Event Design System

One system ran every Wild Rift event. Size decided the structure. The story decided the theme and the visuals.

Lunar Beast headquarters screen: a relic sword displayed in a red hall. Star Guardian familiar screen: the pet Saki at level 2 above a feed button, city night sky behind. Fan quiz result screen: You are more like Ahri, lead singer, with Rep Ahri and Quiz Again actions. Event storefront screen: a champion in red festival dress under hanging lanterns. Banquet table screen: dishes and reward plates arranged on a round festival table.
01 The tension

Wild Rift shipped events constantly. There are champion launches, seasonal celebrations, cultural moments, and the major ecosystem beats shared with League. I designed over 50 global events and reviewed over 80 China events in under three years.

Templatization was the foundation of every event launch. We balanced production efficiency against structural rigidity, building skeletons designed for versatility. But the friction remained: every moment demanded emotional resonance and visual novelty. Without a system, every design choice became a negotiation, and the templates began to drift.

The fix was not a stricter template. It was one system with two dials.

02 Dial one: size

Each design sprint began by assigning a size tier. This tier determined the event's structural logic, including screen counts, feature sets, and the amount of custom design work allocated to it.

Small and medium tiers remained pure templates. Scaling up earned customization.

SSmall

  • One page
  • Missions and progression
  • No tabs
Pure template

MMedium

  • Main page: intro, enter, main progression
  • Dual progression: event track plus champion tracks
  • Story overview
Pure template

LLarge

  • Landing page, 2+ tabs
  • Gamified elements: a town, a journey, a starmap
  • Interactive story beats unlock rewards
Heavily customized

TTentpole

  • 3+ tabs
  • Own design system: color, shape language, sometimes typography
  • Custom motion
Fully customized
03 Dial two: theme

Each event identity manifested as a token set. Color, typography, texture, and motion character functioned as the event's skin, while the underlying architecture remained constant. Lunar Beast utilized neon against shadows. Star Guardian relied on Cinzel and vivid pink. Spirit Blossom focused on soft pastels, while Dragon Mancers employed champion-specific watercolor gradients.

The framework stays the same, the theme provides the emotional resonance.

This dual-dial framework has powered two of my systems. For LoL Esports Manager in 2019, rarity tiers dictated the theme. In Wild Rift events, the content and scale of the moment set the dials.

Lunar Beast visual guide: Archivo typography rules and the full color palette with Pantone references. Spirit Blossom palette with the lotus mark, and Dragon Mancers watercolor gradients, one per champion, with crest artwork. Star Guardian visual guide: primary palette, SG pink and purple, and Burning Bright typography in Cinzel and Spiegel. Star Guardian component sheet: Burn Bright logotype, buttons, nodes, star shapes, and champion badges.

WR event style guides

Egame player card palette: N, R, SR, SSR gradient sets from green to gold. Egame main UI color palette: greys, yellow, and dark values. Egame English type spec: Agency FB Bold player name and power number with size and tracking annotations. SSR player card shown in a phone at the 45 degree brand angle. Liquid grid spec shown in an iPhone frame. Grid of esports team crests in the Egame monochrome treatment. Eight player cards: N, R, SR, and SSR tiers in both card layouts, same components re-themed per tier. Star rating spec: follow the line construction and the five star states. Egame Chinese type spec: FZTanHei headline characters with usage notes.

LoL Esports Manager style guide

04 One component deep

The progression track functioned as the universal architecture across every scale. In smaller tiers, it operated as a streamlined mission list. And for tentpole moments, it transformed into an expansive starmap or a legendary odyssey. While the visual skin drifted with the theme, the underlying utility remained rigid: anchoring the player, signaling upcoming milestones, and defining the value of the next beat.

Execution varied from flat, linear graphic layouts to immersive environmental vignettes. It manifested as a thematic weapon rack for Lunar Beast, a celebratory banquet table, or evolved into intricate starmaps and Valentine-themed journey maps. The skeleton never shifted, and the skin provided the emotional resonance.

Soul Fighter story mode: the progression track as an arcade fight ladder over the arena. Lunar Beast headquarters: the progression track as a weapon rack of relics in a red hall. Lunar festival banquet table: the progression track as dishes and reward plates on a round table.
Star Guardian star map on a phone: a constellation of story and mission nodes strung above a night city skyline, the full map extending beyond the screen on both sides.
05 The evolved delivery

In 2020, Figma housed this framework and its corresponding design systems. By last year, my design system pipeline migrated to design.md. My current focus has shifted again toward refining delivery through direct JavaScript handovers. This iteration mirrors the methodology of this website, design tokens living in code. The following progression track serves as a live component where the theme governs the token set and the tier dictates structural logic. These dials function independently.

The color and typography specifications are production-ready, extracted from the previous event visual guides.

Theme · sets the skin
Size tier · sets the structure
Tokens as W3C DTCG JSON

      

Open the full system reference →

06 What it changed

Template events stopped being design projects and became skin passes. The structural work was already done, so a small or medium event needed theme decisions only. And the 80+ China events could be reviewed against the system instead of re-argued screen by screen.

It also gave the product team a staffing number. A medium event: one designer, about three days, done, and on to the next one. Before that, every event carried its own feature list, and the designer and engineer count was argued per event.