Sacha Haouzi

Strategist & Designer

Unity Website

Leading Unity's web design, from flagship pages to a shared design system- Unity Website

About the project

Context

Starting in 2022, Unity (one of the world's leading real-time 3D and game engine platforms) partnered with Locomotive on an ongoing web engagement. The mandate began with realigning key entry points to Unity's creator-first repositioning, then expanded across three years into navigation strategy, content architecture, a new product page, and the formalization of a shared design system called Mango. 12 transversal projects. 4,300 hours. One evolving brief.

My role

Lead designer at Locomotive across all sprints from 2022 to 2026. I set UX and design direction, led the site-wide audit, defined the design system architecture in close collaboration with Unity's web and brand teams, and maintained quality and consistency across a 14-person multidisciplinary team, with weekly touchpoints on both sides and continuous alignment with 10+ Unity stakeholders.

Release date

2023

Expertises

UX Design, Information Architecture, User Interface (UI), Interaction Design, Design Systems

The outcome

A shared design system, adopted on both sides, built sprint by sprint over 3 years

The result: 60+ components built to strict standards, 80+ pull requests merged, a shared Figma and Storybook library actively used across sprints, and a delivery model that became a reference for how Locomotive engages large tech organizations. Half the technologies introduced on this project (TailwindCSS, Storybook, Chromatic, NextJS, Sanity) are now Locomotive standards.

This wasn't a redesign. It was a design infrastructure built to outlast any single sprint.

Strategy first

An audit-led approach that made every sprint defensible

Before touching a single component, I conducted a full UX audit of the existing site, mapping content blocks, identifying friction points, and building a systemic view before intervening locally.

This audit grounded every sprint prioritization decision. It prevented redundancy across pages, established a shared vocabulary for the design system, and justified starting with hero structures and navigation rather than rebuilding pages in isolation.

It's also what made our recommendations credible to Unity stakeholders: every design decision could be traced back to a documented observation, not a creative preference.

Without this foundation, each sprint would have optimized locally without building toward anything coherent.

Delivery under constraint

Turning a static annual report into a reusable web experience

Unity's Gaming Report had always been a PDF. Dense, static, and rebuilt from scratch every year. The brief was to turn the 2023 edition into a web experience.


Before designing anything, we audited every past edition of the report : how Unity structured their content, what patterns repeated across years, how they wrote for different audiences. That analysis became the editorial foundation for the digital version, and the first real signal of what a design system for Unity could look like.
The real challenge wasn't the content. It was designing something that could live beyond a single edition.

The result

A durable template that lets Unity publish each new edition with reduced effort, at consistent quality.

Where the design system started

Where the design system started

I chose to start with the Resources section instead of product or marketing pages. It was text-heavy and allowed us to experiment without pressure. This context helped establish design foundations like typography and spacing. The work then expanded into content strategy, proposing a collection-based architecture around creator journey stages, leading to a personalized hub that adapts to the user's Unity account.

Page hierarchy through headers

Reworking page hierarchy through a flexible header system

I chose to start with the Resources section instead of product or marketing pages. It was text-heavy and allowed us to experiment without pressure. This context helped establish design foundations like typography and spacing. The work then expanded into content strategy, proposing a collection-based architecture around creator journey stages, leading to a personalized hub that adapts to the user's Unity account.

Sprint by sprint

Every component raised the bar for the one before it

With the navigation and header hierarchy in place, the program shifted into a sustained delivery rhythm. Each sprint targeted a specific set of components and fed back into what already existed. That compounding logic is what kept the system honest over time, and how the Gaming Report, designed years earlier, ended up being revisited with navigation patterns aligned with current DS standards.

What three years on one project taught me

Building a design system with Unity was a long process of mutual adaptation. Aligning ways of working, maturing the design on both sides, and earning the trust that makes a system actually get adopted took time. Working closely with developers taught me as much as the design work itself — the technical constraints of a site this size, the complexity of components that need to hold across languages and edge cases. Looking back, AI tooling would have accelerated parts of it. But the slower pace forced a rigor that made Mango last.