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Tacter: Modular Content Creation Tool.

Tacter is a platform that enables creators to build content for multiple games. From the beginning, the vision was to create a scalable system that could start with one or two games and expand to many more. The creation experience needed to be simple, flexible, and powerful, while offering creators all the tools required to produce high-quality guides.

Role

Product Designer & Product Manager

Company

Tacter

Year

2022

As Product Designer and Product Manager, I led the end-to-end product and design process for the creation tool. My responsibilities included defining the product strategy, organizing and leading brainstorming sessions, mapping requirements across all supported and future games, designing the modular system and content creation UX, working closely with engineering to ensure scalability, coordinating feedback loops with active creators, and acting as both Product Designer and Product Manager throughout the project.

As we expanded the platform, we encountered a fundamental question: How can we build a creation tool that supports any game, regardless of format or complexity?

Traditional content builders like Medium or Substack were too limited for our needs. Many games require highly specific structures. For example:

  • In Teamfight Tactics, creators need to build a full team composition.
  • In Pokémon TCG Pocket, the main content is a deck.
  • Other games require champion details, character lists, item combinations or tier lists.

We needed a system flexible enough to handle game-specific needs and efficient enough to reuse patterns across titles.

Create a flexible system that supports any game format
Enable efficient content creation across multiple games
Maintain consistency while allowing for game-specific needs
Build a scalable foundation for future game integrations
01

Understanding Game Variability

We began by mapping out the content structure for each supported game. This involved analyzing how content varied between games like Teamfight Tactics, Pokémon TCG, and other titles. We identified both common patterns and unique requirements that would inform our modular system design.

For each game, we documented the specific content needs, data relationships, and presentation requirements. This deep dive helped us understand where we could create reusable components and where we needed specialized modules.

02

Designing the Modular System

With a clear understanding of the requirements, we designed a flexible system with three types of modules:

  1. Game-Specific Modules: Specialized components like team builders or deck creators that are unique to specific games.
  2. Generic Data Modules: Reusable components that can be configured with different data sources, such as character lists or item combinations.
  3. Universal Modules: Common content blocks like text, images, and videos that work across all games.

We also enhanced the workflow with features like drag-and-drop reordering, real-time previews, and version control to make content creation as efficient as possible.

Scalability

10+ Games

Successfully supported with the modular system

Creation Velocity

4x Faster

Content creation for new games

Creator Usage

80%+

Of creators adopted the new system

Modularity is powerful but requires careful planning - The initial investment in a flexible architecture paid off as we added more games.
Reusable components save time - We were able to repurpose 60-70% of components across different games.
Creator feedback is invaluable - Early testing with creators helped us identify and fix usability issues before launch.
Documentation is crucial - Clear guidelines helped creators understand how to best use the modular system.