Case study

Transitioning from a dark design system to a light one and designing entirely new, unique analysis screens

About

The project was created for a startup based in Los Angeles that connects Fortnite Creative and Roblox creators with brands.

I was responsible for the light version of the design system, redesign dark version, designing screens that the product did not have yet, and for redesigning screens that had been built without a designer, which is why the same element could look and behave differently from one screen to another.

Scope
UI Design, UX Design, Design System
Team
5 people — one product manager, three developers, and me as the only designer.
Year
2025
Status
Shipped to production, and redesigned again since then.
Live product

Business overview

250+
creators in the network
190M+
plays per month
$2M+
paid out to creators

Goals

Primary goal

Redesigning ReadyUp’s existing dark-mode design system and designing a consistent light-mode theme that align with the platform’s new visual direction.

Secondary goal

Support the ongoing development of the platform and improve new and existing screens that were already being built by the development team.

Challenges

When I joined the project, the development team had already started transitioning the platform from dark mode to a new light version. Individual features were still being actively developed, but there was no complete system yet defining how the interface should look and behave within the new visual direction.

As a result, the product was functional, but visually inconsistent and required further UX/UI refinement. Different screens used different solutions, the hierarchy was not always clear, and new components were not yet based on one shared set of rules.

Another challenge was the existing design system. It had been created primarily for a dark interface and relied heavily on bright green as the primary color and yellow as an accent. The same colors did not translate well to light surfaces: their visual hierarchy, contrast and relationship with other interface elements changed significantly.

The development team had already started adapting the palette toward a solution that would work better in light mode and could potentially support a future dark version as well. However, the product still needed a consistent token structure, clear color roles and a complete system for component states.

The main issues I identified

  • 01
    Inconsistent implementation of the new light theme

    New screens were being developed while the product was still transitioning, without a complete set of shared rules.

  • 02
    A design system built for a different visual direction

    The previous palette and some components had been designed primarily for dark mode.

  • 03
    Unclear color roles

    Brand, action, status and focus colors needed to be reorganized.

  • 04
    No clear separation between stages of the task

    For example, in Island Analysis, adding map codes, entering an optional question and triggering the analysis were presented as one long form.

  • 05
    Weak information hierarchy

    Elements occupied large areas of the screen without clearly communicating which information and actions were most important.

  • 06
    Limited grouping of related content

    Forms, AI responses and analytical data did not yet form clear functional sections.

  • 07
    Inconsistent components and states

    Some interface behaviors were designed locally instead of following shared system rules.

  • 08
    Limited scalability of the layouts

    The interface needed to support different numbers of maps, questions, responses and comparison data without losing clarity.

An additional challenge

An additional challenge was the lack of familiarity with the product specifics and platform features.

The product itself was also challenging because of its very specific features. Before joining the project, I had no experience with the process of creating Fortnite maps or with tools built specifically for their creators.

Before making design decisions, I first had to understand the creators’ workflow, the role of map codes, analytical metrics and the logic behind comparing individual islands.

This was especially important because in such a specialized product, a visually correct interface is not enough, its structure also needs to reflect the user’s actual workflow.

Before and after

Old version
on the left
My redesign
on the right
Old version
first
My redesign
right below

Island Analysis: input form

Created without a designer
Island Analysis form before the redesign
My redesign - default state
Switch mode
Island Analysis form after my redesignIsland Analysis form after my redesign, dark mode
My redesign - error state
Switch mode
Island Analysis form after my redesignIsland Analysis form after my redesign, dark mode
My redesign - completed form
Switch mode
Island Analysis form after my redesignIsland Analysis form after my redesign, dark mode

Island Analysis: answer and core metrics

Created without a designer
Island Analysis answer and core metrics before the redesign
My redesign
Switch mode
Island Analysis answer and core metrics after my redesignIsland Analysis answer and core metrics after my redesign, dark mode

Creator profile card

Created without a designer
Creator profile card before the redesign
My redesign
Switch mode
Creator profile card after my redesignCreator profile card after my redesign, dark mode
My redesign - articles feed
Switch mode
Articles feed after my redesignArticles feed after my redesign, dark mode

Design system: from dark to light

Colors

Old version of design system
Color palette before the redesign
My redesign - primitives
Color palette after my redesign
My redesign - semantic tokens
Switch mode
Semantic color tokens after my redesign, grouped by use from surfaces to chartsSemantic color tokens after my redesign, grouped by use from surfaces to charts, dark mode

Typography

Old version of design system
Typography styles before the redesign
My redesign
Typography styles after my redesign

Reported outcome

Support queries dropped by
13%
after release

This figure was reported by the client's product managerand relates to the island analysis feature. I did not have access to the support data, so I cannot state the measurement window or the baseline.