Esports.gg

Leveling Up Engagement: Redesigning esports.gg for Growth and Revenue

esports.gg made money when people stayed. They were not staying. I led the redesign of the homepage, article experience, and navigation, which doubled time on site and dropped bounce rate from 72% to 54.65%.

esports.gg before the redesign
FIG 1.0. esports.gg before the redesign. A filter list down one side, a wall of cards, and no way to tell what the site was for.

Overview

A content site that people left

Editorial businesses live or die on a single question: does the next click happen? esports.gg had the audience, the coverage, and the traffic. What it did not have was a reason to stay past the article someone landed on.

That distinction matters because it defines the target. This was never about a site being ugly (Fig 1.0). Bounce rate, session length, and monthly visitors were the business, and every one of them was pointing the wrong direction.

The hurdles

No clear point of view:

User surveys said the site struggled to communicate what it was. Visitors landed, read one thing, and had no sense of what else was there for them.

Navigation that did not lead anywhere:

Getting from one piece of content to the next relied on the reader already knowing what to look for. On a site with this much coverage, that is a lot of value sitting unreachable.

Revenue tied directly to the problem:

Ad revenue scales with engagement. A 72% bounce rate was not a UX complaint, it was the P&L, which meant a slow fix was not really a fix.

Goal:

Turn a single landing into a session.

Deep dive

Reading is not the metric, staying is

Nearly all traffic arrives on an article. Somebody searches a patch note or a tournament result, gets what they came for, and closes the tab. At 72% bounce, that was happening on roughly three of every four visits. The article did its job perfectly and the business gained almost nothing.

Surveys confirmed the shape of it. Readers were not confused by any individual page, they simply had no map of the site and no reason to believe a second thing worth reading existed. That reframed the work away from polishing article layouts and toward the surfaces that decide what happens after someone finishes reading.

So the redesign concentrated on three: search, so anyone could actually find coverage on demand; a trending games section, so the site could put something in front of a reader before they went looking; and navigation that let people explore by interest instead of by memory. All of it responsive (Fig 2.0), since a large share of this audience reads on a phone.

The redesigned esports.gg on desktop and mobile
FIG 2.0. The redesigned site, desktop and mobile. Search sits at the top, games run across the nav, and trending content is visible before a reader goes looking for it.

The decision

Skip low fidelity and go straight to the real thing

The timeline was not generous, and the metrics were moving in the wrong direction while we worked. That ruled out a long ramp.

I went from surveys directly into high-fidelity mockups, no low-fidelity wireframes in between. The reason it worked is that we already had a company design system, so component decisions were largely made before I opened the file. Adapting it to esports.gg’s brand meant most of my attention could go to structure and hierarchy rather than to reinventing buttons and type scales.

The payoff was feedback quality. High-fidelity homepage and article screens (Fig 3.0) gave people something honest to respond to, which surfaced real reactions weeks before a wireframe process would have produced anything testable.

The tradeoff is worth stating plainly. Skipping low fidelity narrows how many structural directions you seriously explore, because the first credible thing you build starts to feel settled. With an existing design system and a well-defined problem, that risk was small. Without either, it would not have been.

High-fidelity esports.gg homepage and article designs
FIG 3.0. Homepage and article, both at high fidelity from the start. Events run along the top, trending games sit below the fold, and every story carries share actions and a next step.

Collaboration

Three people, one decision-making unit

The product trio ran this: me, the Product Owner, and the Engineering Lead. Design brief, feature kickoffs, sprints, releases, reviews, the same three people through all of it.

The practical effect is that scope, feasibility, and design intent got resolved in conversation rather than in a handoff document. Nothing reached engineering as a surprise, and nothing got built that we had not agreed served the metrics we were chasing.

The working Figma file with game icons, article components and tables
FIG 4.0. The working file. Game icon set, article components, and table structures built as a system rather than as one-off screens, which is what let three people move at the pace we did.

Process

From idea to reality

Hands-on Validation

Homepage and article experience went in front of users first, since those were the two surfaces carrying the entire engagement problem. Getting reactions on them early meant the rest of the redesign was built on something that had already been tested rather than assumed.

Engineering the Gap

Iteration continued after launch instead of stopping at it. Real engagement data replaced survey responses as the input, which is a better signal than anything you can get in a session, and the design kept adjusting to it.

An article page with trending articles and share actions
FIG 5.0. Trending articles and social sharing built into the article page. The question every page had to answer was what a reader does after finishing.

Stress testing paradigms

Surveys, prototyping, and validation

The measure was behavioral, not stated. People will tell you a site feels better and still leave after ninety seconds, so the thing worth watching was whether sessions actually got longer.

They did. Time on site doubled, and bounce fell from 72% to 54.65%, moving the site out of the range where nearly every visit ended after one article and into the band a healthy content hub operates in. Monthly visitors grew alongside it. Deeper engagement per visitor is exactly the outcome those surfaces were designed to produce, and it showed up behaviorally rather than only in survey responses.

Bounce rate

72% → 54.65%

A 17-point drop, landing in the range typical for content hubs.

Time on site

Doubled

One minute to two, measured after the redesign shipped.

Discovery

Improved

Search and trending games gave readers a next step from any page.

A published tournament article on the live esports.gg site
FIG 6.0. A published article on the live site. Tournament coverage, the format most of this audience arrives through, with the paths onward built into the page.

By the numbers

Takeaways and business impact

54.65%

Bounce Rate

Down from 72% before the redesign.

2 min

Time On Site

Up from one minute.

1.8m

Monthly Visitors

Engagement was the revenue model

Ad income scales with session depth, so doubling time on site and cutting bounce by 17 points was not a UX win that happened to please the business. It was the point of the project.

The design system bought the timeline

Working from established components is what made a fast redesign possible without the quality falling apart. It is also why skipping low fidelity was a defensible call rather than a shortcut.

A trio moved faster than a process

Design, product, and engineering deciding together removed the handoff cycle entirely. On a project measured in weeks, that structure was worth more than any individual method.