Minecraft Marketplace
on web
from discovery to play
I led product design for a multi-phase redesign of Minecraft Marketplace on web, connecting content discovery, creator storytelling, Minecoin purchasing, and item acquisition in one experience.
The result: 117.1% more combined Minecoin orders in a two-week EN-US experiment, with estimated Minecoin revenue up 69.6% and total franchise value up 17.5%.
role
Product design lead and senior product designer
team
Product design, Marketplace, engineering, product management, analytics, research, accessibility, authoring, legal, and creator-partner teams
scope
Marketplace home, category and creator pages, product details, Minecoin balance and purchase flows, content acquisition, and experimentation
timeframe
2024–2026
the challenge
The existing web experience showed Marketplace content but could not complete the customer’s job. Players could not spend their Minecoin balance or acquire an item without opening Minecraft, prices were difficult to translate into real-world value, and a large catalog and less-than-ideal UI made content and creators hard to discover.
built around players and creators
Our goals connected the whole Marketplace journey: help players find what they want, discover content that fits their tastes, and get from purchase to play more easily.
That meant supporting self-expression and shared experiences, celebrating high-quality creator work, and making every feature feel native to Minecraft.
The redesign brought these goals into the storefront, product pages, creator profiles, and commerce flows.
reframed marketplace as commerce, not promotion
I designed a journey that connected browsing, item details, Minecoin balance, sign-in, pack selection, purchase, entitlement, and play states without forcing customers to leave the product page.
01 / Choose a pack. Minecoin quantity, cash price, and bonus value sit alongside the item the player wants to unlock.
02 / Continue to unlock. Confirmation shows the updated balance, keeps the item in view, and explains the next purchase action.
03 / Ready to play. A clear success state replaces the purchase action with Play, completing the journey on the product page.
used research to preserve customer control
In prototype testing, all seven participants preferred choosing their own Minecoin pack over an automatically selected option. We carried that principle into a configurable pack-selection experience that made cost, bonus value, and remaining balance easier to understand.
Explorations compared a collapsed recommendation with limited and full sets of Minecoin options.
turned mixed evidence into focused iteration
An early experiment improved product and checkout discovery but exposed weaker CTA language and catalog-navigation tradeoffs. I challenged unsupported explanations, restored clearer “Get this item” language, and helped focus later phases on Minecoin access, filtering, creator visibility, and direct acquisition.
Creator profiles brought each studio’s identity, featured work, and catalog together. A dedicated filter drawer helped players narrow their choices while keeping the results in context.
the outcome
+117% combined Minecoin orders
+70% estimated Minecoin revenue
+18% total franchise value
In a two-week EN-US experiment, enabling customers to buy or spend Minecoins on Marketplace product pages increased combined Minecoin orders by 117.1%, estimated Minecoin revenue by 69.6%, and total franchise value by 17.5%. Completed logins increased 60.6%, and “Get this item” interactions increased 175.4%.
what I took forward
The redesign demonstrated that removing the handoff to the game could unlock meaningful value while giving players a clearer, more direct relationship with creator content.