Work / GetMega

Poker, minus the bling

Role
Founding designer, game and product design, 2020
Team
Started solo, later built a team of 9
Methods
Player research, competitor teardowns, wireframes, playtests
Outputs
Portrait poker game, table UI, controls, motion

GetMega is a real money gaming platform aiming to be India’s gold standard for safe, skill-based gaming. I joined as fourth employee and founding designer, later building a team of nine.

This is how I reimagined Texas Hold’em Poker, end to end.

Success story

In March 2020, GetMega launched its own Poker. Revenue jumped 471%, and kept growing more than 90% month on month for the next few months.

471%

Increase in revenue

250%

Increase in monthly active players

700%

Increase in deposits

60%

Increase in revenue per player

A UX designer building a game

Mayank, our CEO, wanted UX inside the gameplay and a friendly, app-like look, not a gamified one. I was game designer, product designer and, in practice, product manager.

Context

GetMega began with games against the computer, like Dot’n’Dash and Fruit Ninja. We needed player versus player, and research pointed to Texas Hold’em.

WhyTexas Hold'em
10players at one table
35 to 40%yearly growth of online poker
Knownrules people already love
Skill + luckluck keeps it exciting
Manywinners each round
Versionsroom to innovate

Three key challenges

With product leadership, I prioritised ideas on user need, business value, tech feasibility and strategy. Three pain points stood out.

01. We misunderstood our players

We’d been building for college students and prioritising casual games like Carrom and Pool. Our active players told a different story.

Salaried
44.3%
Business owner
19.0%
Student
19.0%
Others
8.9%
Farmer
5.1%
Housewife
1.3%
Share of players by profession
Under 18
1%
18 to 25
43%
26 to 35
46%
36 to 45
9%
46 to 55
1%
Share of players by age

02. How the industry looked

Online poker is male-dominated, and competitors advertised with hyper-sexualised female dealers.

Competitors marketed poker with hyper-sexualised dealers

Competitors marketed poker with hyper-sexualised dealers

03. Every app looked the same

Competitors were all landscape, built around a round table, with the same interactions and cluttered, gaudy, generic graphics.

MPL, Paytm First and Poker Baazi: landscape, cluttered and alike

MPL, Paytm First and Poker Baazi: landscape, cluttered and alike

Problem statement

Build a Texas Hold’em poker experience that is user-friendly, gender-neutral and in portrait mode, for salaried millennials in India.

How Texas Hold’em works

A standard 52-card deck. Players compare hands using the hand rankings, everyone bets an agreed amount with chips, and the best hand wins.

Pot ₹200
A♠
K♥
10♦
7♣
Q♠
A♥
Q♦
Your hand

Two private cards each. Blinds are posted and the first bets go in.

Try a move

Tap a move to see what it does.

Texas Hold’em elements

There’s a lot happening on one screen, so I listed every element and grouped them.

01Game elements

  • Pot
  • Community cards
  • Blinds
  • Dealer
  • Hand strength
  • Cheatsheet

02Your information

  • Your cards
  • Stack
  • Timer
  • Last move
  • Controls

03Other players

  • Profile
  • Stack
  • Timer
  • Last move
  • Folded or active

04Secondary enhancers

  • Reactions
  • Voice
  • Previous hands
  • Onboarding
One portrait screen
Every element on the table, grouped before any layout was drawn

Conceptualising

I sketched each element on its own, then explored how they could come together.

Paper sketches: each element first, then the full layout

Paper sketches: each element first, then the full layout

User controls

Fold, check, call and raise are the heart of every hand, so the control panel could set us apart. I explored segmented buttons, number pads, quick pot amounts, sliders and round buttons.

Control panel explorations

Control panel explorations

Low fidelity wireframes

I prototyped four concepts and tested them internally with 22 teammates from different functions.

4

Concepts prototyped

22

Teammates tested

~90%

Preferred Concept 4, the easiest to use

Low fidelity concepts 1 to 4. Nearly 90% of 22 teammates preferred concept 4

Low fidelity concepts 1 to 4. Nearly 90% of 22 teammates preferred concept 4

Visual design

Most poker games
  • Flashy
  • Gold and silver accents
  • Bling in every corner
Our direction
  • Pleasing and minimal
  • Almost utilitarian
  • Players immersed in the game

I put together a mood board to capture the look.

Mood board for a calm, minimal look

Mood board for a calm, minimal look

Hi-fi elements

Fold is a down arrow, raise an up arrow and check a play icon, readable at a glance. Cards came in non-overlapping and overlapping layouts, so they scale to Rummy.

Deck symbols, chips, actions and two card decks built to scale to other games

Deck symbols, chips, actions and two card decks built to scale to other games

UI explorations

We tried many colour palettes and visual approaches and put them to an internal vote.

23 of 26

Chose a simple deep blue

Colour explorations. 23 of 26 picked the simple blue

Colour explorations. 23 of 26 picked the simple blue

Final output

Top: opponents. Middle: pot and community cards. Bottom: your cards, timer, stack, hand strength and controls, with a sliding raise panel.

Final table, annotated

Final table, annotated

Gameplay in motion: cards dealt and played at the table.

Impact

Poker was an instant hit. Between February and May:

471%

Revenue

250%

Monthly active players

~60%

Revenue per player

700%+

Total deposits

~36%

Games played, then 20%+ month on month

Poker also became our testing pod: ideas proven here lifted retention in Carrom and Pool. Marketing moved to the thrill of winning, with a gender-neutral dealer.

Impact

471% increase in revenue

Helped GetMega raise Series A

87% of company revenue from Poker

2% → 14.6% women on the platform, and climbing

Share of revenue by game

Poker
87%
Rummy
12.8%
Carrom
0.15%
Pool
0.03%
Everything else
<0.02%

Poker took off, month on month

0M 12.5M 25M Jun '20AugOctDecFebApr Poker Rummy Carrom
Monthly game value by title, June 2020 to April 2021

What players told us

Once it shipped, we ran one-on-one interviews with players to learn what to fix and what to build next.

  1. 01InterviewOne-on-one interviews with players
  2. 02SortGrouped what they told us into themes
  3. 03PrioritiseRanked fixes by impact on play
  4. 04ShipBuilt the top fixes into the next release

See the full user research in Figma ↗

About 160 players rated the design 7.5 out of 10. They liked the cleaner look and seeing every player on one screen. They also told us what was broken, and each finding became a next step.

All in to scare

Players went all in just to scare others. → We showed everyone's play stats.

No winning hands guide

Beginners didn't know which hands win. → A cheatsheet, walkthrough and in-game prompts.

Connection drops

Drops triggered auto folds. → Connection status on every player in the HUD.

A costly crash

One crash cost a player money. → Stability went to the top of the list.

What we built next

Transparency. Real money gaming is known for cheat bots, so players could see fold ratios, aggression ratios, play style and hand history for everyone. We later added these to other games.

Hand history, fold and aggression ratios, and play style

Hand history, fold and aggression ratios, and play style

Help for beginners. A walkthrough, a winning hands cheatsheet and gentle prompts like “You may choose to check instead”, shown before an accidental fold.

In-game messages, onboarding tips and a hand cheatsheet

In-game messages, onboarding tips and a hand cheatsheet

HUD and social widget. Each opponent’s stack, name, photo and connection at a glance. Today every multiplayer game on GetMega uses it.

The HUD and social widget, later used across every multiplayer game

The HUD and social widget, later used across every multiplayer game

Still to come: Omaha poker, multi-table play, spectators, private and social tables, invites and a “guide me to play” mode.

Table controls, players and spectators, and guided tours

Table controls, players and spectators, and guided tours

See it in action

Would love to talk about this one more in person.