Product Design · Social Gaming
Game Room
& Social Play
A room-based social experience that turns solo live gaming into a shared space for inviting, joining, watching, and playing together.
I designed a social layer around the existing game — not a separate product.
The system connects room creation, invitations, room discovery, host controls, room switching, and viewer interactions while keeping the live game at the center.
01 · Interaction Architecture
The system behind
the room experience.
I mapped the room system across discovery, creation, host management, and viewer behavior. The original source artifact was in Chinese, so this portfolio version rebuilds the same logic in English rather than showing the internal document directly.
Click any highlighted interaction to jump directly into the matching state in the prototype below.
Public-room invitations can surface in the global chat and popular-room list.
Players may also receive direct invitations from account search.
Browse active public and private rooms.
Host, room type, and current player count.
Try in prototype →Switch into the selected room.
Try in prototype →External room links can route new players to authentication first.
Create a room without leaving the live game.
Try in prototype →Large-group, host-led social room with discovery and mic interactions.
Try in prototype →Smaller friend-based room with direct invites and player-view switching.
Try in prototype →Find a player by name and send a room invitation.
Share a room entry point with other players.
Online players and room state remain visible in the game.
Keep host actions one layer away from the live game.
Try in prototype →Review incoming room applications.
Try in prototype →See who is currently inside the room.
Viewers can request to join the live mic interaction.
Host mic invitations expire if not accepted in time.
The host can copy and distribute the active room link.
View another room member's betting state.
Try in prototype →Switch between the host's game and your own betting interface.
Try in prototype →Tap your own avatar to return to your personal view.
An approved request can redirect the player into a different room.
If the host closes the room, existing invitations become invalid.
Room requests resolve by entry order and room-state changes.
Portfolio adaptation of the original product flow: detailed internal labels have been condensed for readability, while the room types, invitation paths, host controls, player-view switching, and documented room-state rules are preserved.
02 · Key Journey
One clear path
through the system.
The architecture is detailed, but the player-facing journey stays straightforward: create a room, invite or discover people, join, manage the shared space, and switch between player views.
Create
Open a public or private room from the game.
Invite
Use room links, search, or invitation notifications.
Join
Preview room information and confirm entry.
Manage
Handle requests and room activity without leaving gameplay.
Watch
Switch between your own game and other player views.
03 · Interactive Prototype
Try the room experience.
The prototype is connected to the architecture above. Click a highlighted map node or use the task list to jump into the matching interaction state.
Outcome
From betting alone
to playing together.
The case study now shows the complete design story in one language: the underlying interaction architecture, the simplified core journey, and the working prototype that demonstrates the key room states.