NBA2K20 — MyTEAM Pack Market System
- Albert Carmona

- Jun 4, 2022
- 2 min read
Updated: Jan 14
The Problem
MyTEAM's pack market was a critical monetization surface generating significant revenue, but the existing design had usability issues:
The visual design didn't match the premium nature of the products, reducing purchase motivation
Users couldn't quickly compare pack offerings or understand relative value
The purchase flow lacked clarity around what users were buying
Navigation between pack types felt disjointed
Goals:
Reduce friction in the purchase decision process
Improve scanability of product offerings
Create a unified flow between purchasing and revealing purchased content, with moments that celebrate valuable outcomes such as player walkouts
Create a modular system that could adapt to seasonal content drops
My Role
End-to-end design and technical implementation: UX design, visual design, 3D asset creation, interaction scripting, and integration with the game's economy systems. Worked directly with game design and engineering to balance business requirements with user experience.
Design Approach
Information Architecture
Rather than treating packs as abstract digital items, I designed them as tangible products displayed on a physical surface (table). This created:
Clear visual hierarchy — users could scan offerings at a glance
Spatial relationships that communicated value tiers
Persistent context — the "table" metaphor kept users grounded in one conceptual space
Purchase Flow Clarity
Added visual weight and physicality to pack representations to:
Make product differentiation immediate (size = value proposition)
Create anticipation in the "opening" interaction
Reduce purchase hesitation by making the exchange feel tangible
System Scalability
Designed the layout to accommodate variable product counts without breaking the spatial metaphor, allowing the game design team to add limited-time offers without requiring UI rework.
Implementation
Owned the complete execution pipeline:
Designed information hierarchy and user flows
Modeled and textured all 3D pack assets in Maya
Designed a system for items to be maintained and updated by another team
Built the environment as a contained "stage" for products
Scripted purchase interactions and state transitions
End-to-end ownership allowed tight integration between the interaction model and visual execution.
Outcome & Reflection
The redesign shipped as the core pack marketplace for MyTEAM mode and remained the foundation for subsequent releases. The modular table layout proved flexible enough to support seasonal content without breaking the core interaction model.
What This Project Taught Me:
Commerce UI benefits from physical metaphors, the table created intuitive spatial reasoning for value comparison
Purchase flows need both clarity and delight, reducing friction while maintaining excitement
Scalable systems require thinking beyond the initial content set
Working directly with engineering on economy systems taught me how monetization and UX must balance







