Amazon Glow

Designing a Shared Interaction System for Multi-Game Play

How do you ensure independently built games behave as one coherent experience?

Overview

At Amazon Glow, I initially joined as an Art Director supporting individual game experiences across a new multi-player family device.

As the platform expanded, inconsistencies began emerging across games—especially in onboarding, turn-taking, and feedback behaviors. Different teams were designing valid experiences, but the system as a whole lacked cohesion.

I expanded into a UX and interaction design role to define a shared interaction system layer that standardized how games behaved across the platform.

Rather than redesigning individual games, I focused on creating a consistent behavioral framework that unified gameplay, onboarding, and feedback across multiple independently developed experiences.

My Role

Art Director → Interaction / UX Systems Designer

I evolved from visual and art direction into defining the interaction system layer that governed gameplay consistency across Amazon Glow.

Key Contributions

  • Defined shared interaction rules across multiple games

  • Standardized onboarding and tutorial behavior

  • Designed turn-taking and player state systems

  • Created visual language rules for system feedback

  • Documented interaction logic for engineering implementation

  • Aligned cross-team game experiences into a single system model.

The Challenge

Amazon Glow was built as a platform for multiple independent game teams.

While each game functioned correctly on its own, the overall experience became inconsistent:

  • Onboarding varied across games

  • Turn-taking logic differed between experiences

  • Feedback states lacked shared meaning

  • UI patterns were inconsistent across teams

We needed a shared interaction system that ensured all games felt like one cohesive experience, even when built independently.

Amazon Glow Interaction System

A shared behavioral framework that unified gameplay across all games on the platform.

Gameplay State System

Onboarding & Tutorial System
Engagement & Feedback System

Visual Language Rules
(UI meaning system)

Core System — Gameplay State System

The Gameplay State System defined how every game handled:

  • player turns

  • active vs inactive states

  • game progression

  • win conditions

It ensured that regardless of game type, players always understood:

who is in control and what happens next”

Why this mattered

Without a shared state system, each game created its own interpretation of turns and progression. This caused confusion across experiences.

This system ensured consistent mental models across all games.


Onboarding System — How to Play

The onboarding system standardized how players learned new games before starting.

Behavior model:

  • appears once per session

  • step-based progression

  • animated transitions between steps

  • consistent exit into gameplay system

Engagement & Feedback System

Feedback was designed as a state communication layer, not decoration.

It reinforced:

  • progress

  • turn ownership

  • success states

  • completion

Behavior Logic

Action → System interpretation

Valid move → Positive reinforcement

Progress → Motion feedback

Completion → Celebration state


Visual Language System

A shared UI constraint system ensured consistency across all games.

Rules

  • Green = progression only

  • Blue = system state

  • Yellow = guidance

  • Red = error or attention

  • Purple = reward state

Principle

UI elements communicate system state, not decoration.

Implementation Model

Each interaction rule was defined as:

  • trigger condition

  • system response

  • resulting state change

This allowed engineering teams to implement behavior consistently across multiple game systems.

Example

IF player completes action
THEN update state + trigger feedback
IF turn ends
THEN switch active player + update UI

Collaboration Model

This system was developed across multiple teams:

  • Product → defined gameplay direction

  • Engineering → implemented system behavior

  • Game teams → built individual experiences

  • Design (my role) → unified interaction system layer

My Contribution

I translated fragmented gameplay behaviors into a shared interaction system framework that aligned independently built games into one consistent experience.

Impact

  • Unified gameplay behavior across multiple independently built games

  • Standardized onboarding, turn-taking, and feedback systems

  • Created shared UI language for system state communication

  • Reduced inconsistency across game teams

  • Improved clarity of player state in multiplayer experiences

Reflection

This project reinforced a core principle:

Effective play systems are defined not by individual games, but by the shared rules that govern how all games behave together.

My focus shifted from designing screens to defining system-level behavior logic that scaled across teams and experiences.