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

Image of Flow of feature
Image of Flow of feature

ITERATION CHANGES

ITERATION CHANGES

ITERATION CHANGES

Image of Iteration changes of feature
Image of Iteration changes of feature

OTHER EXPLORATIONS

OTHER EXPLORATIONS

OTHER EXPLORATIONS

ACHIEVEMENT DRIVEN STAMP

ACHIEVEMENT DRIVEN STAMP

ACHIEVEMENT DRIVEN STAMP

Alternate proposal of feature achievement driven stamps
Alternate proposal of feature achievement driven stamps
Alternate proposal of feature operator driven challenges
Alternate proposal of feature operator driven challenges

OPERATOR DRIVEN

OPERATOR DRIVEN

OPERATOR DRIVEN

Alternate proposal of feature narrative driven challenges

NARRATIVE DRIVEN

NARRATIVE DRIVEN

NARRATIVE DRIVEN

Alternate proposal of feature milestone driven
Alternate proposal of feature milestone driven

NO CHALLENGES

NO CHALLENGES

NO CHALLENGES

Alternate proposal of feature interaction list
Alternate proposal of feature interaction list

INTERACTION LIST

INTERACTION LIST

INTERACTION LIST

INSIGHTS

INSIGHTS

INSIGHTS

Final art on feature
Final art on feature

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%