Games The Shop —
built to be browsed.
The storefront for India's gaming specialist retailer — a deep catalogue of consoles, games and collectibles, rebuilt to be a store people love to get lost in, and one that quietly knows how to convert.
A deep gaming catalogue, rebuilt to be shoppable — discovery first, then a frictionless checkout.
- Mapped the real funnel before moving a pixel — fixed where it leaked.
- Merchandised browse, a loud product decision, a guest-first checkout.
- Live in production for India's gaming specialist retailer.
A great catalogue,
hard to shop
The catalogue is every gaming fan's dream — the job was making it shoppable.
Games The Shop is one of India's best-known gaming specialists — consoles, games, collectibles and merch, online and across stores in Mumbai, Bengaluru and Ahmedabad. The range is deep and exciting; the work was merchandising it without overwhelming, and moving people smoothly from browsing to buying.
Discovery, then conversion
Two jobs, in order: help people find the thing — then make buying it effortless.
Browsing dead-ended fast
Deep categories had little merchandising — no "if you like this" — so sessions stalled after a screen or two.
Product pages buried the decision
Price, availability and add-to-cart fought with specs and tabs, slowing the one moment that matters.
Checkout asked too much, too soon
Account walls and long forms intercept intent at the finish line, where drop-off is highest.
Fans weren't served
Pre-orders and drops — the reason fans visit daily — were buried instead of leading.
Following the drop-off
Before moving a pixel, I mapped the real funnel — where shoppers enter, hesitate and leave.
Landing & nav
A dense home and sprawling mega-menu give first-timers no obvious place to start.
Category browse
Long unmerchandised grids with weak filtering make a deep catalogue feel like a wall.
Product page
The buy decision competes with tabs and specs; price and stock don't lead.
Cart & checkout
An early account wall and long forms intercept intent at the most fragile moment.
The priorities were clear: the biggest wins weren't new features, they were friction removed from paths people were already on.
The design bets
Four principles shaped every screen of the rebuild.
Land to checkout
The shopping journey, tightened into one continuous pull toward purchase.
Land
A merchandised home leads with drops, pre-orders and best-sellers.
Discover
Faceted browse with platform filters and "you might like" rails.
Decide
Price, platform, stock and add-to-cart lead; detail sits below.
Cart
A persistent, glanceable cart with clear totals — no surprises.
Checkout
Guest-first, single-screen, with saved details for return buyers.
The biggest wins weren't new features — they were friction removed from paths people were already on.The audit that shaped the rebuild
A storefront kit
A dark, premium token system that lets box art shine while the chrome stays calm.
Palette
Type scale
Components
Principles
One clear decision
Price, platform, release date and the buy action lead — specs and reviews sit below for those who want them.
What it moved
Merchandised rows, platform filters and "you might like" turn a deep catalogue into a guided hunt.
Price, platform, stock and add-to-cart lead the product page — detail supports, never competes.
Guest-first, single-screen, fewest fields — the account wall stops intercepting intent.
A catalogue is a shopfront
In commerce, the fastest wins hide in the steps people already take.
I went in expecting to invent features and left having mostly removed friction — reordering a product page and cutting checkout fields did more than any new module could. The other lesson: a catalogue isn't a database, it's a shopfront. The moment merchandising leads, browsing stops feeling like search and starts feeling like play.
Have a product
to ship?
A redesign on the horizon, a 0→1 in your head, or just want to argue about button radii? My inbox is open.