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

