Fab.com Buyer UX After Unreal Marketplace Migration

As I started working on my portfolio, I decided to focus on products and companies I truly admire.

While browsing community feedback (sources linked below), I noticed that many users shared concerns about the Fab.com experience after the Unreal Marketplace migration. Inspired by that, I conducted UX research and proposed improvements to enhance the buying journey.

I’m sharing my analysis here in case it brings value to the community and the platform we all use:
Fab Buyer UX Analysis – After Unreal Marketplace Migration

I’m not sure if anyone from Epic will see it, but fingers crossed! My hope is that this can be both a portfolio piece and a small way of contributing back to a platform that has given so much to game developers.

(Feedback is also very welcome!)

  • Sources:
  • Reddit “FAB is the worst Marketplace I ever had the displeasure of using.” – User discussion of Fab’s launch issues,
  • RedditUser comments on r/unrealengine threads – various complaints about missing features, broken search, navigation bugs,
  • Epic Games Support ForumsFeedback threads on Fab – reports of Vault integration problems and feature requests (Wishlist, etc.)​,
  • 80.lv News“Fab Received Search Improvements, UX Overhaul & Wishlists” – announcement of a Fab update addressing some user feedback (wishlist, filters, etc.),
  • Official Unreal Engine Blog“Unreal Engine Marketplace is now Fab” – Epic’s announcement of the migration, noting that star ratings carried over but text reviews/Q&A would not,
  • User posts on social media (X/Twitter) – assorted real-time reactions from developers about Fab’s usability post-migration (e.g. comparing it with Unity Asset Store and ArtStation).

Hi @JeiDiz1 - thanks so much for writing and posting this! It is really nice to see a recap of all the different items, and possible solutions. It is well written and was very easy to digest and read through.

There was one segment where I felt it lacked clarification as I read through it and that is 2.5 on the categories. It mentions " Fab should re-introduce clear category hierarchies and menus , much like the old Unreal Marketplace and other competitor sites." but it feels such a major point needs to have more detail in the analysis. How would you approach clearer category hierachies?

My other bit of feedback is that if you would want to extend this further, if we forget about Epic and Fab for a second and look at it from a neutral ‘we are a company and we commission a report on our product’ point of view, then having a sense of priority be part of the analysis would be a big added value. There are many items listed, based on the volume of feedback per item, how much of the userbase an item is expected to impact, and so forth what would be the recommendation for the order of these things? For example I would say search is a higher priority than checkout because it is what you use first, and more people will use search, and more often, than check out. That is how we approached it as we did a similar exercise after the launch of Fab.


There are quite a lot of things we have improved already in terms of the Fab feedback listed, or are on the todo list. Wondering how you perceive these recent improvements such as the regional pricing, left nav, search improvements, filters etc?

In 2.3 you mention being able to look at only UE assets. We’ve seen this feedback surface here and there but we do have the UE channel on Fab, showing just UE assets. Plus in regular search mode we also have the formats filter. But it seems this is maybe not obvious enough? How do you view this?

In 2.3 also, you raise search, and direct matches vs related results. This is tricky, we’ve had a lot of debate on this. There are definitely times where you expect a direct match to absolutely be exactly what you entered, for ex if you know the name of an asset you just want to find that thing. But there are other times where it is going to get tricky. For ex vegetation/bush/shrubbery/plant. What we tried to do is ensure that direct matches get more weight and show higher up, but it also still considers other things as one of those things might actually be more fitting and higher quality than what you actually searched for.
Going with the ‘door system’ example we have this at the moment


All direct matches come first, but the 18th entry is ‘interactive doors blueprint’ and is very relevant, in fact going by the visual quality and the fact it also offers barn door variants, might be one of the most relevant results in the list.
With a division between direct match and related results there are some UX challenges that might come up. How many results are shown in the direct match one? What if there are many direct matches, does it push the related results back? How far back? But then the results that are really important, such as this door example, would no longer be easy to discover?
UX solution wise on something like this the devil is in the details. Let me know if you explore it further, definitely interested in seeing it!

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Move “Characters” out of “3D” to a separate category where assets are forced to be in subcategories. Not like now, where “Characters” are already a subcategory of “3D” with 90% of characters uncategorized further.

The format filters are only half-good because you can only include formats but not exclude. E.g. I am searching for a car in Unreal format. I don’t find the car I like. I try to search for a car in Unity format. But I still see the Unreal cars I already saw because many of them support Unity format as well.

In this case, the user should put the search query into " ". Many search engines work this way.
Adding a tick box to search only in titles would also help.

We need options to:

  • Hide owned assets
  • Hide all assets from specific sellers
  • Hide all assets that support only some specific formats
  • Show only 70% discounted assets
  • See a price/discount tracker under every asset
  • Sort alphabetical by seller’s name
  • Sort by number of ratings
  • See discount amount on asset page without the need to click on license selector
  • See the asset publication date, not the “migration-to-FAB” date

Thanks for looking into this!

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I don’t think there are any UX challenges we need to worry about—the harder the quest, the more fulfilling the reward! I’ll spend some time on this over the weekend and get back to you with an update, including @Maciek_Leto’s suggestions for the wireframes.

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@Hourences ,

Have a look at voting system in Stackoverflow.com and voting system on features in Minecraft.org (Not this one though Vote update)

Then you can let users decide by their vote, that which one of items in your road map they want to come out first. Although I’m positive that fixing search would be the first item in the list as you mentioned yourself too.

BTW, the original pricing, listing, … were features that were existed in Market Place before, so removing them and then adding them again does not consider improvement. If I were one of your developers (I’m a developer with 35 years XP btw) the first thing I would do was to list features that are already in the platform, so I don’t miss any of them in the new one, then add/update/improve on top of them and give them new features)

You have a logging system that is annoying as hell, keep eating my bandwidth while I’m working. You could use that to identify user behavior, identify what they use the most and how they use it, and try not to break it. Such features are text feedback and questions on listings! even when you go to market to purchase something physical, you can’t say you have never called a clerk or assistant to tell you about the features of an item and its differences with same item from different brand. Here you can’t hold the item you are purchasing in your hand and inspect it, you can just ask questions from developer to make sure it has what you want (e.g. does it include material blueprint or it is just a exported jpeg/png)

Regarding relative search, you could give me a checkbox saying exact matches only. then log its usage to see how many people are going to actually only use that mode instead of what you think they will want to use. Personally most of the time, I want to find the item in my project by its asset Id to give it to table across me so they can download it too and put it in their level instance. And I forget to mention that when you change the option from relevance to any other thing, those exact matches that supposed to stay up there mix with rest of unrelated stuff and now you have hard time finding them again because you just wanted to see them sorted by price

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I would appreciate a voting system for assets. Even if it does not affect the listing. Just to see the public opinion of an asset. It would help quickly identify ripped, AI-generated or broken assets.

Exactly. We want FAB search to have functionality that other search engines and online shops have had for decades. E.g. FAB’s “Newest” sorting breaks the search. I made a comparison with other shops:

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Answering your questions @Hourences:


You’re right about point 2.5 - I didn’t precisely convey what I meant (and what I was illustrating in the attached image). I’ve revised it. I draw attention to the lack of grouping for options that should naturally be grouped - like “My Library,” which refers to the user but sits on the opposite side of the screen from that user’s profile. It’s natural to look for such an option in the user’s dropdown menu, as many sites have trained us to do so. The same goes for sales-related options.

How would I approach clearer category hierarchies (left nav) in particular?

  1. I’d not show subcategories of 3D on the Fab.com entrance. Right now, for some reason, it’s maximized, hiding all other product categories.
  2. I’d allow users to select multiple categories and subcategories (that’s displayed with checkboxes in the image just above point 2.4 in my portfolio: Fab.com Buyer UX Analysis After the Unreal Marketplace Migration)
  3. I’d move as many filters out of the horizontal bar as possible (their inherent shortcomings can cause users managing product lists to struggle), since they’re unsuitable for more than 6–8 filter types.
  4. Possibly add a search box inside filter panels (the “Discover” element in my designs). Baymard.com research gives the following takeaways: “46% of test sites in our benchmark don’t let users reliably search within the filter types, resulting in needless friction,” and “Long lists of filter options that hinder users from easily locating desired filters can cause users to give up on filtering.”
  5. Always explain industry-specific filters (62% of sites use unclear labels, which users may skip when trying to filter for desired items). Some filters, such as “Style,” could be explained visually (e.g., a tooltip with an image representing the filter’s style).

[…]


Prioritization:
The first thing that comes to mind is a volume-of-feedback matrix, but it doesn’t really prioritize things that are already on the “to-do” canvas. This also includes how hard a task is to implement, as sometimes the design or a solution to a particular problem is simple when we think about it, but the tech behind it might be more complex than we imagine (e.g., a great search that works with misspelled product names). Unfortunately, I’m not competent enough to clearly answer which item will satisfy the most users and bring the most value to the company at the smallest cost. I can only guess in this case, which would be biased, for sure.

My (probably biased) view on that:
Looking again at my portfolio and for increased sales (especially during the upcoming discount period), the “Deal Hunter” notifications could be worth exploring. However, they’d be used only from time to time. Wishlist migration, on the other hand, could be a big win here and now, as people were complaining about losing their wishlists. Ultimately, I believe that anything search- and filtering-related would have a great outcome for every single Fab buyer (and seller, too).


Left nav/Filters:
As I wrote in the first part of this answer, I believe it still can be better. However, I can see that it has improved—kudos to your team for that!

For UE/Unity, I can see that there are filters for those in the left nav right now, which is great. For search, however, I’d never click the UE/Unity/UEFN buttons. But maybe people do use them; I don’t have access to the data.


For 2.3 and the Direct Matches, I’m pretty sure it’s a good thing, even if there are many, many results. If we consider a direct match - a search that fits 100% of the product title (including “dors system,” “doors system,” “advanced doors system,” “door system,” or even “doot system” [misspelling]) - I believe there should be no maximum for these (Direct Matches), as they seem to be exactly what the user is looking for.

Would a related result be harder to discover? A little bit (because of the white space and them being pushed down). The ultimate goal of search should be to display what the user is looking for in the Direct Matches, but ultimately, you would display all the results you display right now; the difference is that they would be categorized into two sections.


If any of these ideas resonate, I’d love to discuss them further or explore how we might collaborate. Please feel free to reach out to me directly.

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