Portalverse Client App

Portalverse

Ditching expected design patterns for a Web3 gaming service

2022-2024

Zero to OneDesign StrategyApp DesignDesign System

Overview

As design lead at Portalverse, my role was to transform their technical demo of a peer-to-peer cloud gaming network into a viable product and train the team in zero-to-one product design practices. To realise this vision, we designed two applications: a consumer app for cloud gamers (mobile and desktop) and a web-based monitoring platform for cloud streaming providers.

I worked on every screen and flow, and defined the design system used to create both.

What was Portalverse?

Portalverse was a decentralised rendering protocol, or put simply: a better way to stream games from the cloud. Cloud gaming is like Netflix for video games; available on any device with an internet connection; better than having to own an expensive gaming PC. However, significant downsides of cloud gaming are lag issues for users and cost issues for service providers. Portalverse attempted to resolve this tension with novel use of decentralised technology (DePIN Web3).

In simple terms, similar to how Uber uses privately owned vehicles to offer ridesharing, the Portalverse network drew on existing hardware in the crypto-mining ecosystem to offer cloud gaming services.


Context and challenges

Cloud gaming had a few major players with killer features. Each group's needs varied greatly, gamers wanted ease of access.

Cloud gamers

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Cloud gaming is about flexibility

Gamers want to play the latest games whenever and wherever, including on old computers or non-gaming devices. The consumer app needed to be available on all platforms.

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Immediate access to gameplay

Gamers expect to start gaming almost immediately with seamless service that matches media streaming standards, with minimal friction in the onboarding process.

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Maintain access to game libraries

All gamers had invested hours in their game libraries and communities, highlighting the need to access existing game saves and launchers.

Cloud providers (Cryptocurrency miners)

In 2022, there was a major change in the hardware demands of the cryptocurrency ecosystem. Ethereum (the second largest cryptocurrency) changed how it worked, no longer needing powerful mining infrastructure to operate. Medium-sized mining operators were rushing to find new ways to make money on their expensive hardware.

Portalverse presented miners with an opportunity: to repurpose their hardware away from proof-of-work mining and become cloud gaming providers.

Medium-sized mining operations generally used gaming GPUs, which were the most expensive hardware cost for cloud gaming providers. With a modest investment, their hardware could be repurposed to run virtual machines that streamed video games. We connected with a broad group of miners to discuss their concerns, current workflows and hardware capabilities.

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Hardware transition

Crypto mining requires powerful GPUs, but other aspects of their systems were underpowered. Our users needed guidance on the upgrades required for their facilities to make it cloud gaming-ready.

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Unfamiliar processes

Game streaming services had different operating metrics from a mining operation. Unlike mining, which can be more hands-off, game streaming requires constant monitoring and maintenance to ensure service quality and timely payments.

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Business case for switching

These vendors operate rationally and need a business case to switch from crypto mining to cloud streaming. The alternative stream of income also needed to be clear, particularly when cryptocurrency prices were uncertain.


Removing crypto from the UX

Portalverse used cryptocurrency tokens to reward service providers for consistent service, enabling incremental payments during streams and global payments from day one. The crypto-native miners we served were already deeply embedded in Web3; their preference was handling token payments. However, after testing Web3 authentication and payments with gamers, it became clear that both gamers and the business would benefit from removing decentralised concepts from the client user experience. These insights informed our redesign of the technical demo into a product.

Onboarding V2
Simplified Web2 onboarding

Design system

The design system had to work across desktop and mobile, so we applied it across both. I applied Tailwind styles and tokens across both projects to bridge the gap between design and development.

Designing for a global audience presented unique challenges. Our MVP required internationalisation with English and Simplified Chinese at launch.

Component Collage
Components from the client app
Component Collage
Components from the vendor app

Consumer designs

For gamers to adopt us, we removed core Web3 elements and added commonly requested features:

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Conventional Authentication

Email-based authentication over Web3

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Link game launchers

Access cloud saves and keep your progress

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Free tier trial

Generous free tier to test the service

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Local currency billing

No need to buy altcoins from third parties

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Auto-select provider

Best choice made automatically based on preferences

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Skippable friction points

Payment and launcher linking steps are optional

Onboarding flow
Onboarding flow
Searching for a game
Browsing for games
Comparing Mobile and Desktop UI
Gameplay overlay on desktop
Gameplay components on mobile

Vendor designs

In response to the challenges faced by our target users, we set out a few must-have features.

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Onboarding audit for vendors

Diagnose the gaps in the current hardware setup. It provides a clear benchmark to aim for.

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Overview of VM performance

A tool to simplify the process of troubleshooting performance problems with vendor hardware setups.

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Earnings breakdowns

Helps vendors understand which sessions yielded profit, and when they were most active.

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Incidents log

The incident log shows how poor streaming service correlated with earnings being penalised.

Onboarding a vendor
Overview Dashboard
Earnings dashboard
Incidents dashboard

Final thoughts

There was early pressure to spread Web3 patterns (wallets, tokens, auth) across the whole product because we settled with providers in cryptocurrency. That would have pushed players through flows that did nothing for validating our peer-to-peer cloud gaming network.

I kept those patterns where they earned their place: the vendor experience. Providers already thought in wallets, balances, and settlement. The consumer app gained nothing from the same surface area, so we omitted it and kept the player path familiar. That let us focus on validating the business model instead of onboarding people to infrastructure they did not need to see.

A two-sided marketplace needs a different approach for each side: simplicity for players, technical detail and business insight for vendors.

The aim should always be provide the best service we can ship, whether the stack is cloud, distributed networks, cryptocurrency, or other deep tech.