LDTZIE

(earlier Loadoutize)

I designed and developed

A multi-game FPS platform for exploring, creating, and sharing loadouts — with video linking and QR code generation for content creators.

Client

Community

Stack

Design System
Webflow
Branding
Marketing
UI/UX
Backend
Make.com
Tailwind

Lumos V2

Industries

Gaming

Date

2023 - present

01 – Problem

Creators and players had no dedicated tool for sharing builds

Existing platforms (e.g. Warzone Loadout, TrueGameData) focus exclusively on the meta — the statistically best weapons in a given patch. There was no place where YouTubers could answer the hundreds of "what's your loadout?" comments they receive after every video, and no way for any player to create and share builds in the context of specific content.

"YouTubers get dozens of loadout questions after every video. Copy-pasting answers in comments doesn't scale — creators need a permanent, linkable solution."

User pain points

No way to attach a loadout to a specific video

No creator profiles or personal build collections

Loadouts shared verbally in videos go stale after patches

Recreating builds from memory leads to errors

Competitor gaps

Meta-only — no personalization or community building

No creator profiles or personal build collections

None generate a QR code for quick sharing

02 — Users

Two distinct personas

The Creator / YouTuber

FPS content creator,

10k–500k subscribers

Records gameplay and loadout breakdowns. After every upload, receives waves of questions about weapon configs. Wants to build the loadout once, link the video — and paste one URL in the description instead of replying hundreds of times.

Goal: Save time + build authority through publicly attributed builds.

The Player / Viewer

Casual to semi-competitive,

watches tips on YouTube

Wants to replicate a favorite creator's loadout 1:1. Browses builds for inspiration and looks for setups suited to specific game modes. Wants to adopt a proven configuration without any guesswork.

Goal: Find a trusted build quickly and copy it without mistakes.

03 – Solution

Core features designed from scratch

Loadout builder with attachment editor

01

Users select a game → weapon → fill each attachment slot from a curated list. A live visual preview updates as they build. Every slot shows an icon and name — no typing from memory, no ambiguity.

Video linking

02

Any build can have a YouTube/TikTok/Instagram link attached — displayed as an embed with title and thumbnail. Viewers immediately understand context: "this build is from that specific video."

QR code generated on publish

03

After publishing, creators receive a QR code linking directly to the build page. Drop it in the video description, as a lower-third, or in a bio — one phone scan and the viewer has the full build.

Explore browser

04

Filter by game, mode, weapon, or author. Build cards show a preview of key attachments, the creator tag, and the linked video. A headless CMS manages games and items without code deploys.

04 — Information Architecture

Main product areas

Explore

Browse all builds with filters

Build page

Full build view with attachments, video and QR

Creator

Step-by-step loadout editor

Profile

All builds by a creator, channel link

05 — Design Decisions

Key trade-offs

QR code — why it matters

I considered just showing a shareable link. QR wins because creators can embed it directly into a video as a graphic overlay — viewers scan the screen without leaving YouTube. It eliminates URL typos and opens a distribution channel that no competitor offers.


Multi-game from day one — not a v2 feature

The biggest advantage over every competitor. The data architecture had to account for multiple games from the start — retrofitting it later would be expensive. The game filter is a central navigation element, not a secondary dropdown.

CMS-controlled items instead of free-text input

Players shouldn't "invent" attachment names — they need to be consistent and searchable. A headless CMS gives editorial control over weapons and attachments, preventing duplicates and typos. Creators pick from a list; they never type from memory.

06 – Outcomes

Effects

Games supported

4

Time to QR after publish

2s

Core user flows

5

Project stage

MVP 0.6.9

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