Designing the DNA of a Gaming Community

Building Lysto’s Scalable Dual‑Mode Design Language System

A UI Design Case Study

Designed for

Pixelcrux Studio (Client: Lysto)

Written by

Rhythm Bhatnagar

Jul 5, 2025

This Case Study talks has been written with the help of AI. However, the rationale behind each design decision was all human work and AI was used only to present the design process better.

This Case Study talks has been written with the help of AI. However, the rationale behind each design decision was all human work and AI was used only to present the design process better.

A highly modular, dark/light mode-enabled Design Language System for a fast-growing gaming platform. Crafted to immerse competitive players and empower community managers, the DLS defined consistent components, tokens, and visual identity while remaining adaptable for future modules.


1. Foundation: Aligning Purpose, Players, and Personality


Goal:

To create a beautiful, cohesive interface that players could instantly recognize—even without a logo. The existing platform was inconsistent across screens, fonts, and components.



Target Users:

  • Competitive Gamers — socially active, mostly offline, returning for leaderboards and rewards

  • Admins & Moderators — managing tournaments, scrims, and community chats



Design Principles:

  • Aesthetic: Purple–pink gamer dungeon meets futuristic cyber UI

  • Speed: Fast replay and interaction flows

  • Rewards: High emotional gratification via badges, feedback, and glow

  • Accessibility: Full support for light/dark mode toggle

  • Consistency: Every screen should feel like Lysto, logo or not



2. Design Tokens: Creating the Raw Materials

Color System:
  • Neutral scale: 12 shades of gray + color-grays (gray + hint of purple)

  • Primary color: Purple, in high-saturation and low-saturation ranges (12 each)

  • Semantic colors:

    • Green (success) – 12 tones

    • Red (error) – 12 tones

    • Yellow (info/warning) – 12 tones


Each tone was tested on light and dark backgrounds during real-world component design, with iterative refinements.


Typography:
  • Interstate Condensed — For compact, high-information titles (e.g., tournament names)

  • Fira Sans — For legibility in body text, forms, and status messages


Spacing & Grid System:
  • Spacing scale: 4px base (4, 8, 16, 24, etc.)

  • Mobile padding: 16px L/R consistently

  • Grids: 4-column (mobile), 8/12-column (desktop)

  • Radius: 4px (inputs/buttons), 12–16px (cards), 999px (avatars)

  • Elevation levels: 0–3 used across cards, modals, tooltips with shadows/glows based on theme



  1. Components: Atoms to Organisms

Buttons:
  • Types: Primary, Secondary, Tertiary, Text, Special (glitzy)

  • States: Default, Hover, Pressed, Inactive

  • Themed for both light/dark using Figma variables



Tabs:
  • Primary tabs (2, 3, 4): For high-level navigation

  • Secondary tabs: Used for subviews or filters

  • Hierarchy tested with one set placed under another



Input Elements:
  • Text fields with: default, active, input filled, error, info, disabled

  • Visual mobile keyboards for both themes



Status Chips, Tags, Badges:
  • Color-coded:

    • Green – Confirmed

    • Yellow – In Progress

    • Red – Closed/Error


  • Designed post feedback from players about lack of status clarity



Loaders & Progress:
  • Progress bars: Horizontal purple gradients

  • Spinners: Circular purple loaders

  • Used across loading states and reward flows


Avatars & Iconography:
  • Avatars: Spaceman-themed for playful identity

  • Icons: Created for tournaments, XP, scrims, Lysto currency, rewards

  • Matched on thickness, scale, and stroke style



4. Testing, Accessibility & Iteration

  • Used WCAG tools and plugins for contrast, font legibility, and color blindness checks

  • Theme switching tests across real flows

  • Usability tests with gamers and admins:

    • Iterated tournament status badges based on feedback

    • Adjusted spacing in visual keyboards for finger touch zones




5. Documentation & Dev Collaboration

Design System File:
  • One DLS Figma file which had:

    • Multiple Component pages: Buttons, Colors, Typography, Status Indicators, Elevated UI, etc.

    • One Workspace page for in-progress design work on any new UI using the DLS components.

    • Post design completion, final design flows were moved to a GTM (Go to Market) file.

Developer Handoff:
  • Documentation: Google Slides + in-person walkthroughs

  • Figma variables were used throughout to ease implementation for easy switching between states and themes.

  • Developers participated in component adjustments post-DLS launch, so DLS kept getting updated in the coming months.




6. Governance & Future-Proofing

  • Edit control: Only design leads could update DLS

  • New additions required design lead approval


  • Guidelines ensured new games/modules followed the same visual DNA


Conclusion: A Living System


Lysto’s DLS wasn't just a component library—it was a flexible identity engine that helped deliver immersive, consistent, and accessible gaming experiences. With dual themes, structured tokens, collaborative iteration, and deep testing, the DLS allowed the brand to scale confidently into new features and community modules.

Want a Design System like this for your platform?


Schedule your first free consultation call now!

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