Artist Portal

Changing how Wizards of the Coast ingests art assets from contributing artists.

Wizards of the Coast

Feb 2020 - Aug 2020

UXR
Ui
UX
tl;dr
Because I asked "Is this the right solution?" during another project, I was able to cut upload workflows from 3–4 minutes to 5–10 seconds, saving Wizards 40 people hours weekly. I redesigned how Wizards interacts with artists, creating a seamless WIP art exchange and eliminating redundant steps for both artists and the Imaging team.

Situation

During discovery for another project (see Wizards Asset Manager), my colleague and I noticed a major bottleneck in WIP workflows between art directors and artists. Art directors explained how Wizards' use of Hasbro’s encrypted file-sharing tool ("BLAST!") was too cumbersome for artists and caused communication breakdowns over long, error-prone email chains. Deeper inquiry revealed a labor intensive process:

  1. Artists used complex naming conventions.
  2. Artists emailed artwork through Blast!.
  3. Image Techs then downloaded high-res art from emails
  4. Downscaled the art
  5. and finally... uploaded the art to the Wizards’ database

For context, Wizards commissions over 6,000 pieces of art yearly across Magic: The Gathering (MTG) and Dungeons & Dragons (D&D), costing 40 people hours per week in uploads alone. Imaging techs were reassigned just to keep pace. So, I asked: "Are we solving the right problem?" The answer was no — we needed a better workflow before a new asset manager..

Task

“Create a system where artists could receive commission details and upload finished art directly into Drake, without complicated steps.”

Actions

Design Philosophies

From the start, I anchored the work to clear design philosophies based on distilled research finding from user interviews, business goals, UX best practices. These were then vetted by stakeholders, the product owner, and engineering for by in. Those philosophies are:

  • Communication-based Platform: Minimize errors. Facilitate the passing of info seamlessly (too many emails required).
  • Self-service/ Flexible/ Agnosticism: Support New & Any IP. Support new processes on-the-fly
  • Clarity: Accessible, intuitive. (Filter controls are too narrow. They require exact data entry)
  • Task oriented: What do I need to do next?

*These principles also guided the broader Wizard Asset Manager.

Personas

Next were personas. Time constraints due to the mid product pivot led me to create two personas:

Through interviews with six art directors and three artists, I built personas with real goals, frustrations, and motivations, helping me stay user-focused rather than designer-biased.

Req's and Flows

Using the Gonzalo persona, I helped the product owner draft the requirements (reqs) doc and contributed to the initial  flow diagrams. These artifacts outlined critical functions/pages for the Artist Portal and kept the dev team aligned on deliverables.

Mood Board

Next, I developed a mood board with these parameters to keep the visual design grounded:

  • Simple UI
  • Showcase a product first layout
  • Soft to medium-gray color palettes

I sourced inspiration from Behance, Dribbble, and other design sites. This guided visual direction through critiques and iterations.

Picture of 15 examples of different product page examples from both Desktop and Mobile

Whiteboarding: Dashboard

Armed with philosophies, reqs, flows, and mood board, I began sketching the Dashboard. It needed to organize Gonzalo’s art commissions under their Purchase Orders (POs) with:

  • Thumbnail
  • Status
  • Art ID
  • Art Title
  • Due Dates

I involved developers and stakeholders early to get their ideas on functionality and early takes on the feasibility of the designs.

Mockups: Dashboard

I designed a dark-mode dashboard to reduce eye strain and better showcase art, using a blue/green/gray color scheme to distinguish Sketch/Final/Complete statuses.
Each critique session involved:

Early critiques focused on sharpening the visual style and reducing  the contrast of the notification box. I iterated accordingly — replacing circular corners with square ones and adjusting header prominence.

Approvals and Handoff

At each milestone, I ran approvals with UX designers, developers, the project owner, and stakeholders to keep the project on track and create a sense of shared ownership. This also allowed me to gather need information for the hand-off like specific annotations or call outs that would be needed.

For developers, I created thorough handoff docs including:
  • Annotated screens
  • Short user stories
  • Jira ticket links
  • Persona for context

This helped developers empathize with users, give key feedback, and improved implementation success.

Whiteboarding: Sketching - Art Details

Next, I designed the Art Details Page. It needed to organize Gonzalo’s art commissions details under their for each specific piece of art including:
Each critique session involved:

  • Art meta data
  • Art Description
  • Upload history
  • Art Status
  • Art Upload
  • Art References

Dealing with a shift: Single Page Constraint

Despite approvals, planning meetings, and the many conversations we have, sometimes things just get by or need to change. In this case, we learned developers were building a single-page site, not the multipage system originally envisioned. I adapted by designing a T-shaped layout (using a sliding structure) and created a short GIF to explain it. After team alignment, we moved forward.

Mockups: Art Details

Unlike the dashboard’s colorful alerts, the Details page needed muted UI elements so uploaded art would dominate the visual focus, ensuring artists could verify details without distraction. With this in mind I gave the art ~2/3 of the screen real estate and confined the metadata to the rest. Three UI versions with shifted layouts were created and critiqued using user stories again.

Main points of critique were to

Handoff: Art Details

As with the dashboard, I provided screens, annotated callouts, Jira ticket links, and design rationales for dev handoff, ensuring full understanding and easier development.

For developers, I created thorough handoff docs including:
  • Annotated screens
  • Short user stories
  • Feature List
  • List of critical states

Testing

As with the dashboard, I provided screens, annotated callouts, Jira ticket links, and design rationales for dev handoff, ensuring full understanding and easier development.

Uploading without the Artist Portal
  • Artists upload 18 pieces of art per quarter
  • Uploads took 3-4 minutes per upload at 72 minutes a quarter
  • Often had to start over or call for help with Blast
  • Wizards used 40 people hours a week to manage art in system
Uploading with the Artist Portal
  • Artist upload 120 pieces of art in one session
  • Uploads took 5-10 seconds minutes per upload at around 10 minutes a quarter
  • No instructions or guidance needed
  • Wizards could remove the need  for 40 people hours a week to manage art in system

Results

This project was successful and met the goals it set out to hit. It was able to

Uploading without the Artist Portal
  • Artists upload 18 pieces of art per quarter
  • Uploads took 3-4 minutes per upload at 72 minutes a quarter
  • Often had to start over or call for help with Blast
  • Wizards used 40 people hours a week to manage art in system

However, due to organizational inertia and heavy workloads, adoption stalled. As of April 2022, the Artist Portal saw little use, as fear of disrupting entrenched workflows prevented broader rollout. The project was sunset despite its technical success.

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