TENCENT JAPAN · 2023–2026 · IN-GAME CHAT SYSTEM

One chat system, every context

A party game needed a full social layer in a month — chat that worked as an idle sidebar, a pop-up mid-match, and an open-world channel, all at once. As the sole designer across 10+ stakeholders, I owned the system end-to-end: three contexts, one consistent behaviour, built for fast play.

In-game chat system

// The chat system across game contexts — world, island, room, match.

Tencent Japan
Sole UX Designer
Mobile
~1 month build

One chat system, many contexts — and no consistency

The game needed a full social layer in a month. The hard part wasn't the features — chat had to work across very different contexts: a sidebar on the island, a pop-up mid-match, positioned differently screen to screen.

Those inconsistencies, plus constant notifications, made the system easy to ignore. As sole designer, I owned it end-to-end across 10+ stakeholders.

"Same feature, different place, different behaviour on every screen — players stopped trusting where chat would even appear."

Chat across many contexts

Same system, three contexts

Chat lived in three contexts — Room, Match, and World — each surfacing two channels at a time. The same system had to feel native in all three: a full panel when idle, lightweight quick-access during a fast 10-second match.

Room context
// Room — Room + Team channels, coordinating before a match.
Match context
// Match — Team + quick-chat, inside the 10-second match.
World context
// World — World + Island channels, out on the open map.
// chat_system.ui — context → active channels
surfaces → Room Team

I learned to align stakeholders earlier

With 10+ stakeholders, layout and button placement were debated heavily — chat popped up on both the left and right across contexts, so consistency was a constant fight that cost many iterations.

My honest takeaway: I hadn't aligned on goals early enough. Adding an alignment checkpoint upfront sharply reduced the back-and-forth later.

Chat popup on the open map

Designed for speed in fast play

Free typing doesn't fit a 10-second match — so every input is fast and contextual. Rounded out with @mentions, tappable player cards, and team colour-coding.

Quick-text presets
// Quick-text presets — tap a phrase mid-match, no keyboard, no delay.
Stickers and emoji
// Stickers & emoji — express in a single tap when there's no time to type.
Speech to text
// Speech-to-text — speak instead of type when hands are busy playing.
// quick_text.ui — tap to send, no keyboard
tap a preset →

Players actually talked

~3 of 7
Players sent messages per match in playtests

Meaningful engagement for a fast-paced game where typing competes with play.

One system stayed consistent across Room, Match, and World — chat behaved predictably everywhere

Speed-first inputs (presets, stickers, speech-to-text) let players communicate without breaking a 10-second match

An upfront alignment checkpoint cut iteration churn across 10+ stakeholders

Follow-on: stakeholders added a daily-gift events page to further drive chat open rates

Daily-gift events page