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Progression Map

Project: Ultimate Sackboy

Ultimate Sackboy, an endless runner game developed by Exient, is  available on the Apple Store and Google Play. The game plunges players into the captivating universe of Sackboy, a renowned hero from PlayStation. Your mission is to guide the character through an exhilarating run, dodging obstacles and striving to reach the goal while earning valuable points. I had the delightful opportunity to contribute to the development of several features within this exciting game.

Details

01

Role

Product/UX Designer

02

Date

March 2022 – June 2022

03

Skills Used

Competitor Research
Wireframing & Prototyping
Visual Communication
Collaboration
Critical Thinking
Documentation

04

Tools Used

Adobe XD
Adobe Photoshop
Unity
Confluence
In-house localisation software

The First Challenge

How can we establish a linear progression system for players, rewarding them as they make progress in the game?

The Solution

01

Research, Sketching & Wireframes

I researched competitors’ player progression methods to understand their design approach, strengths, and weaknesses. This provided insights for improving our own process and identifying gaps and opportunities. Then, I started sketching ideas and created wireframes to cover all possible user flows.

Our chosen solution involved earning Trophies for winning runs and additional rewards for reaching specific Tier milestones. There are 14 regular Tiers based on trophies earned. Beyond Tier 14 (5,000 trophies), we introduced 10 additional Tiers, where players can drop from a higher Ultimate Tier to a lower one at the start of a new 28-day season.

Wireframes in Adobe XD

Wireframes – Unlocking Reward

Wireframes – Tooltip scenarios

02

Clickable Prototype & Documentation

Next, I created an Adobe XD prototype and compiled a design document for stakeholders from Art, Design, Code, and QA disciplines. The Lead Designer reviewed and provided feedback for iteration.

Progression Map Prototype

Part of documentation

The design then underwent a thorough review by all stakeholders. After receiving feedback, we discussed the necessary iterative improvements to the flow, prototype, and the entirety of the document.

03

Implementation

Art started creating UI assets and compiled a UI Supporting Document, which Code then implemented. During this process, I provided support to both disciplines to ensure alignment until the design was fully implemented.

UI Supporting Document

UI Supporting Document

UI Supporting Document

The design was then tested by myself and QA and any bugs that came up were reported and fixed, followed by another final round of testing by QA.

Unlocking a new Environment

Unlocking a new bag

04

Analytics

After the game’s soft launch, Analysts reported excellent performance for the feature. The following images display performance analytics of players from Tier 14 up to Tier 24.

Data shows that from Tier 1 to 13 there was a smooth incline of average trophies gained per day whereas from Tier 14 onwards it starts stabilizing as desired. Also, we can observe that later tiers are accessed by less and less players and the final tiers are the least accessed.

Encouraged by this, we proceeded to address the end-game flow for the same feature, asking this question…

The Second Challenge

What happens when the user reaches the end of the progression map before the season resets?

The Solution

01

Ideation & User Flow

The challenge was to design a system where earned trophies wouldn’t be lost after reaching the end of the progression map at 8K trophies. The solution involved storing any subsequent trophies earned from wins in a trophy vault. At the end of the season, these trophies would be converted to coins and automatically claimed before the season resets. To begin, I created a User Flow that accounted for all possible scenarios.

02

Wireframes & Documentation

Next, I began crafting wireframe flows and assembled a design document, encompassing requirements and specifications for stakeholders from Art, Design, Code, and QA disciplines. The design underwent a review by my Lead Designer, followed by iterative improvements.

03

Review, Iteration & Next Steps

Next, the design underwent a thorough review by all stakeholders and after receiving feedback we discussed these points over a meeting. Any necessary iterative improvements were made. The implementation of this part of the design is currently underway.

More Projects

PROJECT: ULTIMATE SACKBOY

Creating a first time user experience

A UX designer & product person passionate about creating simple and innovative user experiences.

PROJECT: ULTIMATE SACKBOY

Creating a first time user experience

A UX designer & product person passionate about creating simple and innovative user experiences.