Visualization is a key technique in game analytics, enabling analysts to interpret player behavior through intuitive graphical representations. While aggregated visualizations such as heatmaps and charts are widely used, they often obscure the sequential structure that is essential for analyzing player decision-making processes and problem-solving strategies. Existing process visualization systems either focus on identifying optimal paths or offer limited interactivity, typically restricted to basic filtering and inspection capabilities. To address this gap, we conducted an iterative design process with three professional game analysts across distinct game contexts, including an open world social entertainment game, an educational quest based RPG, and a Massively Multiplayer Online Role Playing Game (MMORPG). This process resulted in three key features: (1) Segmentation and the Difference Graph for partitioning players into subgroups based on metadata or behavioral patterns and visually comparing differences between these groups; (2) Backward Tracing for identifying common preceding paths to critical events and understanding player progression patterns; and (3) Pattern-based Re-abstraction for aggregating low-level actions into insightful higher-level constructs such as skill combos. A between-subjects utility study with 44 participants showed that analysts using the designed features achieved significantly higher accuracy in interpreting sequential player behavior. And a usability study with 12 analysts yielded a mean SUS score of 77.3, indicating good perceived usability. These results demonstrate that the proposed features address real world analytical needs, uncover insights overlooked by existing systems, and provide a transferable foundation for future process oriented visualization systems in game analytics.