PROFILE REWARDS

PROFILE REWARDS

DESCRIPTION

DESCRIPTION

Challenge feature based on newcomer learnings by play style, promoting practice and rewarding players to increase early engagement

Challenge feature based on newcomer learnings by play style, promoting practice and rewarding players to increase early engagement

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

CHALLENGE

CHALLENGE

New players struggled to (1) understand the roster and (2) form a playstyle mental model—so knowledge decayed after tutorials

New players struggled to (1) understand the roster and (2) form a playstyle mental model—so knowledge decayed after tutorials

SOLUTION

SOLUTION

Operator role taxonomy (playstyles) and a challenge progression that reinforces learning through practice

Operator role taxonomy (playstyles) and a challenge progression that reinforces learning through practice

IMPACT

IMPACT

Completion rate 98%

Completion rate 98%

IN DEPTH

IN DEPTH

TASKS

TASKS

1 User journey

1 User journey

2 Wireframing

2 Wireframing

3 Layout Architecture

3 Layout Architecture

4 Blueprint

4 Blueprint

USER JOURNEY

USER JOURNEY

Image of Flow of feature

ITERATION LOG

ITERATION LOG

Image of Iteration changes of feature

OTHER EXPLORATIONS

OTHER EXPLORATIONS

Alternate proposal of feature achievement driven stamps
Alternate proposal of feature achievement driven stamps

ACHIEVEMENT DRIVEN STAMP

ACHIEVEMENT DRIVEN STAMP

ACHIEVEMENT DRIVEN STAMP

Alternate proposal of feature operator driven challenges
Alternate proposal of feature operator driven challenges

OPERATOR DRIVEN

OPERATOR DRIVEN

Alternate proposal of feature narrative driven challenges
Alternate proposal of feature narrative driven challenges

NARRATIVE DRIVEN

NARRATIVE DRIVEN

Alternate proposal of feature milestone driven

NO CHALLENGES

NO CHALLENGES

Alternate proposal of feature interaction list

INTERACTION LIST

INTERACTION LIST

INSIGHTS

INSIGHTS

Final art on feature

In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.

After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.


Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.

In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.

After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.


Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.

In the first release, we focused on learning, which made it very dense. After we switch the layout to reward and celebration focus which increased compeltion and taught as a consequence.

After testing and interviewing users, we decided to move this to the 20+ level, where players are more open to play styles. We swapped these for easier newcomer challenges.

Completion rate at 98% of players approx completing the feature, suggesting highly engaged users.