OPERATOR ROLES
OPERATOR ROLES
SUMMARY
SUMMARY
SUMMARY
SCOPE
SCOPE
SCOPE
Improving retention during the first hours by giving engaging rewards.
Improving retention during the first hours by giving engaging rewards.
PROBLEM
PROBLEM
PROBLEM
Players struggled to remember all initial learnings and find a play style within operators.
Players struggled to remember all initial learnings and find a play style within operators.
DESCRIPTION
DESCRIPTION
DESCRIPTION
Reinforce learning of Tutorials or about specific concepts difficult to teach there, all of which were more practical and happen in the game by play style, while giving rewards to retain new players.
Reinforce learning of Tutorials or about specific concepts difficult to teach there, all of which were more practical and happen in the game by play style, while giving rewards to retain new players.
BACKGROUND
BACKGROUND
BACKGROUND
Players didn’t have a place to practice aiming before ranked, learn the damaging effect of their shots, or see the impact of their accessories.
Players didn’t have a place to practice aiming before ranked, learn the damaging effect of their shots, or see the impact of their accessories.
GOAL
GOAL
GOAL
Motivating players through rewards to foster progression and knowledge.
Motivating players through rewards to foster progression and knowledge.
TOOLS
TOOLS
TOOLS
Figma, Miro, Ubisoft’s 3D Engine, Jira, Accessibility analysis, and UI auditory.
Figma, Miro, Ubisoft’s 3D Engine, Jira, Accessibility analysis, and UI auditory.
OVERVIEW
OVERVIEW
OVERVIEW
FLOW
FLOW
FLOW


ITERATION CHANGES
ITERATION CHANGES
ITERATION CHANGES


OTHER EXPLORATIONS
OTHER EXPLORATIONS
OTHER EXPLORATIONS
ACHIEVEMENT DRIVEN STAMP
ACHIEVEMENT DRIVEN STAMP
ACHIEVEMENT DRIVEN STAMP




OPERATOR DRIVEN
OPERATOR DRIVEN
OPERATOR DRIVEN

NARRATIVE DRIVEN
NARRATIVE DRIVEN
NARRATIVE DRIVEN


NO CHALLENGES
NO CHALLENGES
NO CHALLENGES


INTERACTION LIST
INTERACTION LIST
INTERACTION LIST
INSIGHTS
INSIGHTS
INSIGHTS


We had long discussions on whether to prioritise learnings or rewards, most competitors were focusing on rewards. In the first release, we focused on learning, which made it very dense as a feature. We saw that players were completing it because of the easiness of challenges, but they were not even realizing they were completing something. This shows how the 100% completion wasn't a good measure.
In future releases, after testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. And we swapped the beginning for easier newcomer challenges.
We had long discussions on whether to prioritise learnings or rewards, most competitors were focusing on rewards. In the first release, we focused on learning, which made it very dense as a feature. We saw that players were completing it because of the easiness of challenges, but they were not even realizing they were completing something. This shows how the 100% completion wasn't a good measure.
In future releases, after testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. And we swapped the beginning for easier newcomer challenges.
We had long discussions on whether to prioritise learnings or rewards, most competitors were focusing on rewards. In the first release, we focused on learning, which made it very dense as a feature. We saw that players were completing it because of the easiness of challenges, but they were not even realizing they were completing something. This shows how the 100% completion wasn't a good measure.
In future releases, after testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. And we swapped the beginning for easier newcomer challenges.
IMPACT
IMPACT
IMPACT
CHALLENGE COMPLETION
100%