Matchday

Senior Product Designer • 2024 - Present

Senior Product Designer • 2024 - Present

Platforms: Mobile

I lead work for Matchday Champions, a mobile football game built around collectible football cards, from concept, to high fidelity mockups and prototypes all the way through to implementation. I've focused on improving the core loop, driving engagement, and simplifying complex systems into intuitive player experiences and collaborated closely with Product Managers and Game Designers to define the roadmap.

In just 5 months we fundamentally re-shaped early player behaviour and retention.

In just 5 months we fundamentally re-shaped early player behaviour and retention.

By identifying pain points, relentlessly increasing polish across the product, reworking core flows and introducing systems that rewarded short-term progress while building toward long term goals we more than doubled D7 retention - from 6% in January to over 19% in May.

Here's some of the features I worked on to pull it off.

Making matches matter

Problem

Simulated match without input was not engaging.

Core gameplay was slow, lacked depth, and didn’t offer satisfying progression.

Players built squads and entered matches, but without surrounding context or clear goals, the experience felt weightless.

Build a squad that fits the requirements of the league

Face opponents in fast paced seasons

Solution

Zoom out.

Introduced a fast-paced, season-based mode that gave players clearer structure, ongoing goals, and tighter feedback loops.

In single matches, outcomes could feel random - making it hard for players to see if squad changes were working. By introducing a multi-match format, we created a tighter feedback loop and clearer sense of strategic progress.

Squad-based goals (e.g. “Collect 3 English cards”) gave players mid-term targets and a stronger sense of achievement, while tying leagues to collections added intent and purpose to gameplay.

Impact

+0%

D1 Retention

+0%

D3 Retention

Making Packs Appealing

Problem

Pack purchasing experience not enticing enough

Matchday Champions is a game built around cards, featuring FIFPro licensed players and unique card designs.

The original pack purchase screens lacked clarity, making it difficult for players to assess value and didn’t provide compelling motivation to purchase.

Pack purchase screen now presents value prominently, themed based on content.

Top up currencies without leaving the flow

Solution

Make it about the content

Showcased potential rewards by integrating card previews directly into the pack purchase UI.

Improved presentation of drop rates to build trust and perceived fairness.

Enabled purchasing of currencies without leaving the flow.

Impact

+0%

ROAS

+0%

Revenue

Week-over-week post-launch

Upgrading card upgrades

Problem

Card upgrade feature was underutilised

Matchday Champions features a card upgrade system that improves the stats and visuals of cards.

Originally triggered via individual card pages, the feature was underutilised and failed to meet its potential as a coin sink.

Access point from home screen with timer

Training Pitch screen with active offer and upgrade flow
Training Pitch screen with active offer and upgrade flow

Clear presentation of cards that can be upgraded and available discounts

Solution

Bringing it all together: Training Pitch

Increased visibility by embedding upgrades directly into the core loop through a central access point.

Normalised upgrade behaviour through clearer access and daily-use framing.

Created urgency with time-limited offers on rotating cards.

Impact

+0%

Upgraded Cards/week

Trading up

Problem

Too many cards, not enough to do with them.

Players were accumulating duplicates and unwanted cards, but had no satisfying way to convert them into value.

Without a meaningful sink, collections became cluttered, and duplicates felt like wasted rewards.

Swap intro screen

Swap filtering

Solution

Swap to unlock

Introduced a card swap system that let players trade in surplus cards for new packs - turning clutter into anticipation.

To support this, I designed a smart filtering interface that made it easy to find eligible cards for swaps. The system doubles as a visual checklist, helping players track requirements and spot collection gaps.

“Jesper is one of those people who brings both brilliance and joy to every interaction. A phenomenal UX talent, his sense of users is spot-on, and he brings empathy, thoughtfulness, and a strong product perspective to every design conversation.”

Karla Biukovic, Lead Product Manager

My time at Matchday has been intense and full of learning; about start-ups, about speed, and about building something new in a category I hadn’t worked in before.

It pushed me to adapt quickly and solve problems with incomplete data. These are skills I now carry forward with even more conviction.

I’ve learned that I can apply two decades of design experience to any product, at any stage and thrive.

Sound like a good fit?

I'm open to new roles; remote or Stockholm-based. Let's build something great together.

Sound like a good fit?

I'm open to new roles; remote or Stockholm-based. Let's build something great together.