Allstar.GG ∙ 2025

Instant Replay

Role

Research, Interaction Design, Visual Design, Prototyping

Team

1 Product Manager

Timeline & Status

4 Weeks, Iceboxed

Overview

Allstar.gg captures gameplay clips by processing game data in the cloud, enabling users to generate high-quality videos with longer rendering times as a tradeoff.


As the sole product designer, I led research, design, and prototyping for a new clip creation flow that sought to mitigate user frustration during long render times.


While the feature generated strong internal enthusiasm, it was ultimately deprioritized due to shifting company objectives.

Highlights

Transforming Post-Game Highlights from a Chore to a Celebration Through Intelligent Push Notifications.

Clip creation via moment swiping

Video

Instant Replay onboarding flow

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Gameplay moment cards

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Challenge

That game-winning triple kill? Already forgotten. Clipping was too hard.

Allstar's clip creation required users to stop playing, manually search match history, and wait 3-10 minutes for renders—often clipping the wrong moment.

The Core Problem:

We built a tool that required users to remember, search, and wait. We were designing for drop-off.

Allstar's Match History page

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Task flow for creating a clip through Match History

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Discovery

Why users weren't creating clips?

I conducted audited the clip creation task flow and analyzed Mixpanel data to identify the core reasons why users weren't creating clips.

Clip creation is completely disjointed from the gaming session loop

Users must remember to log into Allstar after their session: a passive clipping experience

Users must interrupt their gaming session to create clips

Time between game and clip creation can be long; users forget their clippable moments

Users cannot preview clips before full cloud render is complete

Clips take 3-10 minutes to render, leading to high abandonment rates

KEY INSIGHT

Emotion Fades Fast

Users experience their best moments during gameplay, but we ask them to remember and recreate that excitement hours, days, or even weeks later. The emotional peak has already passed.

Approach

Flipping the script: From user-driven to platform-driven

Instead of asking users to find their highlights, what if Allstar delivered them automatically? I shifted from a user-driven (pull) system to a platform-driven (push) system.

Clip creation now fits seamlessly into the gaming session flow

Clips render in the background while the user is playing their next match

Users are actively served mobile push notifications when an action is required

Top moments from the last match give users a sense of accomplishment

Gamified UI to inject fun into a repetitive task

Ideation

Catching users while their memory is fresh

I explored 4 different solutions to solve the core problem: users forget their best moments by the time they open the app.

Feature

Pros

Cons

Auto-Clip Everything

Zero User Effort

Prohibitive Server Costs

Cluttered Library

AI Highlight Reel

Highly Personalized

Feels Magical

Complex MVP

Requires ML Training

Unpredictable Quality

In-Game Overlay

Captures Peak Emotion

Zero Delay

Requires Game Partnerships

6+ Month Build

Limited Game Support

Push + Swipe

Familiar Pattern

Scalable

Low Server Cost

MINOR: Slight Delay Post Match

Quick Wins

Sweet spot

Deprioritize

Consider

Lower Implementation Effort

User Impact

Push + Swipe

Auto-Clip

In-Game Overlay

AI Highlight Reel

The Solution: Post-Match Notifications + Swipe Queue

Why this approach works:

Timing: Catches users right after the match while memory is fresh

Familiar pattern: Swipe interactions (like Tinder) are fast and intuitive

Low friction: Binary choice (keep/discard) requires minimal thinking

Solution

Transforming effort into anticipation

Swiping queue

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Anatomy of gameplay moment cards

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Announcement dialog

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iOS & Android mobile push notifications

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Instant Replay onboarding flow

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Outcome

An unexpected business pivot…

Designs were handed off, but deprioritized as Allstar pivoted to social consumption features for Series B fundraising. This taught me to advocate for users while understanding business realities; I documented everything for future use.

Next Steps

Success Metrics & Future Vision

I defined key metrics to track if this feature eventually launches:

Metric #1

Moment to Clip Conversion Rate

Measures if our system is accurately spotting the moments that players actually find valuable.

Metric #2

Notification Click-Through Rate

Tracks the strength of our habit loop; tells us if users are consistently returning to claim their post-game highlights.

Metric #3

Day 1, Day 7 Retention Rate

Proves the feature isn't just a gimmick but has become a core part of the user’s gaming habit.

Metric #4

Social Shares per User

Proves the clip creation process makes it easier for players to move from playing to sharing.

Retrospective

What I Learned…

Designing for Flow, Not Just Features

The biggest unlock was removing steps from the user's path—I reduced the flow from 6 steps to 2 by shifting clip creation from user-driven to Allstar-driven. This taught me to always ask: "What if the user didn't have to do this at all?"

The Value of "Good Enough" Data

I initially thought we needed full video previews, but the moment cards (map icons, weapon loadouts, kill feeds) gave users enough context to confidently identify their plays. This taught me that smart constraints breed creative solutions—users need the right contextual anchors, not necessarily high-fidelity.

Push Systems Build Habits, Pull Systems Require Them

The original flow assumed users already had a habit of checking Allstar, which is a losing battle against forgetfulness. By delivering notifications after every match, I created a self-sustaining habit loop: trigger (match ends) → action (swipe) → reward (clip ready) → next trigger.

Balancing Business Constraints With User Advocacy

Having this project iceboxed taught me that strategic pivots are part of the startup game. By documenting everything thoroughly, insights informed other projects like the social feed redesign—being a good designer means understanding when to push, when to pivot, and how to remain valuable.

Next Project

User Profiles

© 2026 Dawn Yune ∙ Built with ❤︎⁠ in Framer