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Overview

2025

AWS End User Messaging

Role

UX Designer

Team

3 designers

Timeline

March – September 2025

Skills

  • Product Design
  • Product Strategy
  • Prototyping

Overview

AWS Game Tech serves studios of all sizes, but the executive audience — CTOs, VPs of Engineering, and studio heads — needed a clearer way to evaluate which services fit their scale and goals. This project created a framework to guide those conversations.

The challenge was not a lack of product depth — it was orientation. Executives needed a shared map of the landscape before any single service could be evaluated on its merits. Every touchpoint — from the first sales call to self-serve exploration — had to help them build that map quickly and confidently.

Problem

Sales and solutions architects were spending significant time in early calls re-explaining the same landscape of services. Executives arrived without a shared vocabulary, making discovery sessions slow and inconsistent.

Discovery fatigue

First meetings often turned into product catalog tours. Executives left with more names than clarity, and follow-ups repeated the same groundwork before any meaningful evaluation could begin.

Misaligned starting points

Teams at different maturity levels — indie, mid-size, AAA — were shown the same entry points. A one-size-fits-all pitch created friction when the conversation did not match where the studio actually was in its growth.

Research

I interviewed solutions architects, account executives, and a dozen studio leaders across enterprise and mid-market accounts. Sessions combined structured discovery reviews with co-design workshops on how executives actually make infrastructure decisions.

Stakeholder interviews

We spoke with 16 customer-facing roles and 12 studio executives. Patterns emerged around vocabulary gaps, fear of over-committing early, and the need for a "good enough" mental model before diving into technical detail.

Workshop synthesis

Cross-functional workshops mapped the decision moments executives face: team size, genre, live-ops ambition, and build-vs-buy posture. We clustered these into a small set of repeatable paths rather than a exhaustive catalog.

Competitive scan

We reviewed how other cloud and platform vendors orient executive buyers. The strongest patterns were decision trees and maturity models — not feature matrices.

Approach

The insights shaped a lightweight CXO framework: a visual orientation tool that could be used in a first meeting, shared async, or explored self-serve on the AWS Game Tech website.

Decision paths

We defined four primary paths based on studio scale and ambition — from prototype to global live service. Each path surfaced a short list of recommended services and the tradeoffs between them.

Conversation guide

Sales teams received a printed and digital guide aligned to the framework. It replaced ad-hoc slide decks with a consistent narrative structure for discovery calls.

Self-serve layer

The framework was adapted into an interactive web experience so executives could explore paths before or after live conversations, reducing repeated explainers in follow-up calls.

Design principles

We codified four principles to keep the framework useful across sales, marketing, and product contexts.

Orient before detail

Executives need a map before a tour. The framework always starts with where the studio is, not what every product does.

One path at a time

Multiple parallel recommendations create paralysis. Each view presents a single primary path with clear alternatives, not a wall of options.

Speak executive, not engineer

Language, visuals, and metrics match how studio leaders think about risk, time-to-market, and total cost — not instance types and API names.

Leave room for the conversation

The tool is a starting point for discovery, not a replacement for solutions architects. Every screen ends with a clear invitation to go deeper with a human expert.

Prototyping

We moved from whiteboard sketches to clickable prototypes, testing with both internal GTM teams and executive buyers before production design.

Paper frameworks

Low-fidelity paper versions were tested in mock discovery calls with solutions architects. We learned that linear paths outperformed hub-and-spoke diagrams for first-time orientation.

Interactive prototypes

High-fidelity Figma prototypes validated the self-serve experience with six executive participants. Clarity of path labels mattered more than visual polish.

Pilot rollout

A cohort of enterprise accounts used the framework in live calls for eight weeks. We instrumented which paths were selected most and where conversations stalled.

Key screens

The experience spans a conversation guide for sales, printable one-pagers, and a self-serve web tool. Below is a walkthrough of the core surfaces.

Path selector

Landing view asks three questions — team size, genre, and live-ops goal — and routes to a single recommended path.

Path detail

Each path shows a short narrative, a prioritized service list, and a "what to ask next" section for discovery calls.

Comparison view

Optional side-by-side comparison of two paths for studios evaluating build-vs-buy or regional expansion strategies.

Share and export

One-click PDF export and shareable links for async review before follow-up meetings.

Outcome

The framework was piloted across a cohort of enterprise accounts and reduced average discovery call length. It was later packaged as a self-serve tool for the AWS Game Tech website.

Metrics

  • Average first-call duration decreased by 22%
  • Self-serve path completions increased 3x after launch
  • Solutions architect prep time per new account dropped an estimated 30 minutes

Rollout

The framework is now part of the default Game Tech GTM playbook. Self-serve exploration is linked from key product pages and executive briefing materials.

Learnings

Executive buyers do not want more information — they want the right sequence of information. A simple path beats a comprehensive catalog every time.

What worked

Consistent vocabulary across sales and web, path-first navigation, and ending every view with a human next step. Simplicity reduced repeat explanations.

What we'd do differently

Earlier validation with indie and mid-market studios, not only enterprise accounts. More longitudinal tracking on which paths lead to closed deals vs. stalled conversations.

Open questions

How much self-serve is enough before a call is required? Where do technical evaluators enter the journey after executives orient? We are still refining the handoff.

Next steps

Work continues on localization for international studios, integration with account planning tools, and deeper paths for live-ops and analytics workloads. The principles remain the anchor for new Game Tech surfaces.