Battle Pass Case Study

Battle Pass Case Study

Battle Pass Case Study

by Gabriela Nascimento
by Gabriela Nascimento
by Gabriela Nascimento

User Research

User Research

User Research

User Experience & Interface

User Experience & Interface

User Experience & Interface

Art Direction & Graphics

Art Direction & Graphics

Art Direction & Graphics

Prototyping

Prototyping

Prototyping

Software used: Photoshop, Adobe XD, Unity

Software used: Photoshop, Adobe XD, Unity

Software used: Photoshop, Adobe XD, Unity

table of contents

  • UX Research:

    • What and why?

    • Who are our players?

  • Wireframing: New Screen + New Features

    • Iteration, iteration, Iteration

  • Final Mockups

hi! It's me, gabs!

This is a special project for me. Here I’ll show you a sneak peak of Before/After, then please, allow me to share my thought process with you.

Please note that I won't be disclosing specific data information, as that belongs to Turborilla!

This is a special project for me. Here I’ll show you a sneak peak of Before/After, then please, allow me to share my thought process with you.

Please note that I won't be disclosing specific data information, as that belongs to Turborilla!

This is a special project for me. Here I’ll show you a sneak peak of Before/After, then please, allow me to share my thought process with you.

Please note that I won't be disclosing specific data information, as that belongs to Turborilla!

First, the UX Report! Here are my goals:

- Understand the Mad Skills Motocross Player Base better.
- Narrow it down to the Season Pass User Experience 
- Visualize the Player’s Journey through the feature
- Identify Pain Points/Opportunities


And by the end rework the screen with the minimum of new assets added to the project. I managed to salvage a lot of assets and the results were thrilling! 


Well, hope you enjoy this ride with me!

First, the UX Report! Here are my goals:

- Understand the Mad Skills Motocross Player Base better.
- Narrow it down to the Season Pass User Experience 
- Visualize the Player’s Journey through the feature
- Identify Pain Points/Opportunities


And by the end rework the screen with the minimum of new assets added to the project. I managed to salvage a lot of assets and the results were thrilling! 


Well, hope you enjoy this ride with me!

First, the UX Report! Here are my goals:

- Understand the Mad Skills Motocross Player Base better.
- Narrow it down to the Season Pass User Experience 
- Visualize the Player’s Journey through the feature
- Identify Pain Points/Opportunities


And by the end rework the screen with the minimum of new assets added to the project. I managed to salvage a lot of assets and the results were thrilling! 


Well, hope you enjoy this ride with me!

Before: The old version had a big logo taking up space and unnecessary text crowding the screen's upper part.

After: The updated version, influenced by a report, benefited from a more efficient decision-making process due to the team's collaboration.

what and why?

what and why?

In Mad Skills Motocross 3 (MSM3), the Battle Pass is named the Season Pass. I was assigned to assess its performance and user experience a few months after its launch. I collected insights by studying various communication channels like social media, Discord, and store reviews to understand players' views and pinpoint issues, particularly with the Season Pass.

In Mad Skills Motocross 3 (MSM3), the Battle Pass is named the Season Pass. I was assigned to assess its performance and user experience a few months after its launch. I collected insights by studying various communication channels like social media, Discord, and store reviews to understand players' views and pinpoint issues, particularly with the Season Pass.

“What is Season Pass? It says “Enter”, haven’t I entered it already? How do I get XP?”
- Confused tester

“What is Season Pass? It says “Enter”, haven’t I entered it already? How do I get XP?”
- Confused tester

Although it has been a while since this feedback, we don’t know if new players still experience this kind of confusion. It is safe to assume that we can only gain by clarifying things.


Although it has been a while since this feedback, we don’t know if new players still experience this kind of confusion. It is safe to assume that we can only gain by clarifying things.


First, let’s see what we got!

First, let’s see what we got!

To begin this report, I started by checking our social media, forums, and Discord servers to find issues. This will help us later on. Let’s take a look:

  • Some players found it confusing to understand the Season Pass, its points system, and its purpose.


  • Annoying bugs disrupted many players' experience, such as items claimed in the Season Pass not unlocking in the Garage and difficulties purchasing the Premium Season Pass.


  • Information about Season Pass Tier mechanics lacked clarity, leaving users unsure if the premium pass granted access to previous premium tier items.

These insights show where the Season Pass can be better. Now that I have a beginning, I'll connect with others to share info. I've got questions about players, their likes, navigation, and confusion. Some answers might be limited, but I'll make the most of what I can find.

These insights show where the Season Pass can be better. Now that I have a beginning, I'll connect with others to share info. I've got questions about players, their likes, navigation, and confusion. Some answers might be limited, but I'll make the most of what I can find.

These insights show where the Season Pass can be better. Now that I have a beginning, I'll connect with others to share info. I've got questions about players, their likes, navigation, and confusion. Some answers might be limited, but I'll make the most of what I can find.

Who are our players?

Who are our players?

Collaborating with our Data Analyst, I identified user groups, which I'll call "Clusters."

  • Clusters were defined by skill level (low vs. high) and player type (payer vs. free-to-play).

  • Clusters 0, 1, and 2 are casual players, with afternoon play, less spending, and lower skill.

  • Clusters 3 and 4 comprise more skilled players.

  • Cluster 4, representing high-end users, is our main target audience.

Collaborating with our Data Analyst, I identified user groups, which I'll call "Clusters."

  • Clusters were defined by skill level (low vs. high) and player type (payer vs. free-to-play).

  • Clusters 0, 1, and 2 are casual players, with afternoon play, less spending, and lower skill.

  • Clusters 3 and 4 comprise more skilled players.

  • Cluster 4, representing high-end users, is our main target audience.

Collaborating with our Data Analyst, I identified user groups, which I'll call "Clusters."

  • Clusters were defined by skill level (low vs. high) and player type (payer vs. free-to-play).

  • Clusters 0, 1, and 2 are casual players, with afternoon play, less spending, and lower skill.

  • Clusters 3 and 4 comprise more skilled players.

  • Cluster 4, representing high-end users, is our main target audience.

I was able to identify these groups

I was able to identify these groups

Persona cards

Persona cards

Now, I aim to understand players' perceptions of the game and Season Pass and find ways to enhance engagement. Let's delve into their journey for insights and improvements! 🚀

Now, I aim to understand players' perceptions of the game and Season Pass and find ways to enhance engagement. Let's delve into their journey for insights and improvements! 🚀

Now, I aim to understand players' perceptions of the game and Season Pass and find ways to enhance engagement. Let's delve into their journey for insights and improvements! 🚀

Player's journey through the Season Pass's loop

Player's journey through the Season Pass's loop

Understanding their mood swings thourough the loop

Understanding their mood swings thourough the loop

how understanding our users helps us with the Season Pass?

how understanding our users helps us with the Season Pass?

Segmenting our users makes it easier to identify where they face difficulties and frustrations in the Season Pass flow, specifically. Based on reports and analysis, different clusters can benefit from different things, it’s a matter of who we would like to focus on first.

Segmenting our users makes it easier to identify where they face difficulties and frustrations in the Season Pass flow, specifically. Based on reports and analysis, different clusters can benefit from different things, it’s a matter of who we would like to focus on first.

Segmenting our users makes it easier to identify where they face difficulties and frustrations in the Season Pass flow, specifically. Based on reports and analysis, different clusters can benefit from different things, it’s a matter of who we would like to focus on first.

Key take aways

Key take aways

Cluster 0: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 1: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 2: Casual players who spend on smaller offers.

  • Invest time and money in the game.

  • Some prefer grinding in the Season Pass rather than competing in tough championships.

Cluster 3: Players who spend time but not money.

  • Typically younger and skilled players.

  • More tolerant of watching ads.

  • Unlikely to purchase Season Pass Premium.

Cluster 4: Core players and high-end enthusiasts.

  • Willing to spend for perceived value.

  • Organize well and form a tight-knit community.


  • Clusters 2 and 4 are more likely to purchase Season Pass Premium.

  • Cluster 3 is unlikely to get the premium but can be incentivized to watch rewarded ads.

Cluster 0: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 1: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 2: Casual players who spend on smaller offers.

  • Invest time and money in the game.

  • Some prefer grinding in the Season Pass rather than competing in tough championships.

Cluster 3: Players who spend time but not money.

  • Typically younger and skilled players.

  • More tolerant of watching ads.

  • Unlikely to purchase Season Pass Premium.

Cluster 4: Core players and high-end enthusiasts.

  • Willing to spend for perceived value.

  • Organize well and form a tight-knit community.


  • Clusters 2 and 4 are more likely to purchase Season Pass Premium.

  • Cluster 3 is unlikely to get the premium but can be incentivized to watch rewarded ads.

Cluster 0: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 1: Casual players with low engagement and spending.

  • Need incentive to play the game.

  • Not the primary focus at the moment.

Cluster 2: Casual players who spend on smaller offers.

  • Invest time and money in the game.

  • Some prefer grinding in the Season Pass rather than competing in tough championships.

Cluster 3: Players who spend time but not money.

  • Typically younger and skilled players.

  • More tolerant of watching ads.

  • Unlikely to purchase Season Pass Premium.

Cluster 4: Core players and high-end enthusiasts.

  • Willing to spend for perceived value.

  • Organize well and form a tight-knit community.


  • Clusters 2 and 4 are more likely to purchase Season Pass Premium.

  • Cluster 3 is unlikely to get the premium but can be incentivized to watch rewarded ads.

My suggestions

  • Provide a way to get into the game’s core loop from the season pass screen.

  • Players can access previous seasons' gear in the hall of fame with real money, getting a discount when buying the Premium Season Pass for the current season.

  • Provide a way to get into the game’s core loop from the season pass screen.

  • Players can access previous seasons' gear in the hall of fame with real money, getting a discount when buying the Premium Season Pass for the current season.*

  • Provide a way to get into the game’s core loop from the season pass screen.

  • Players can access previous seasons' gear in the hall of fame with real money, getting a discount when buying the Premium Season Pass for the current season.*

What became of it?

What became of it?

What became of it?

We redesigned the Season Pass screen, now with a new feature. My suggestion evolved and it became a product of teamwork, incorporating playable past seasons and dedicated Premium Passes for each season.

Collaboration between Game Designers and myself resulted in these wireframes created in Balsamiq, a tool familiar and comfortable for the designers:

We redesigned the Season Pass screen, now with a new feature. My suggestion evolved and it became a product of teamwork, incorporating playable past seasons and dedicated Premium Passes for each season.

Collaboration between Game Designers and myself resulted in these wireframes created in Balsamiq, a tool familiar and comfortable for the designers:

We redesigned the Season Pass screen, now with a new feature. My suggestion* evolved and it became a product of teamwork, incorporating playable past seasons and dedicated Premium Passes for each season.

Collaboration between Game Designers and myself resulted in these wireframes created in Balsamiq, a tool familiar and comfortable for the designers:

Iterations of the wireframe for an UI revamp

PLAY ALL SEASONS!

PLAY ALL SEASONS!

An exciting part of this assignment was to come up with the new Season Cards. I've already worked on previous cards for other situations, so it was fairly fast to come up with these. Iterations involved creating paper sketches and illustrative mockups to discuss with both Designers and developers responsible for implementing the feature

An exciting part of this assignment was to come up with the new Season Cards. I've already worked on previous cards for other situations, so it was fairly fast to come up with these. Iterations involved creating paper sketches and illustrative mockups to discuss with both Designers and developers responsible for implementing the feature

An exciting part of this assignment was to come up with the new Season Cards. I've already worked on previous cards for other situations, so it was fairly fast to come up with these. Iterations involved creating paper sketches and illustrative mockups to discuss with both Designers and developers responsible for implementing the feature

At first the Producer's idea was to use only assets we already had, but the cards were a bit too boring.

- The Season Pass banner had a strong, established identity. and the Main Menu's promo card directed the card's style

The New Game Hub and Activity Hub mockups were also an inspiration

What made me go for the new art for those cards instead of using what we had is that Now these cards have a narrative, they tell a story, a scene, they are more dynamic and more relatable. It was an easy argument to get them into the game. Here are some of the renders I made for the season Cards:

What made me go for the new art for those cards instead of using what we had is that Now these cards have a narrative, they tell a story, a scene, they are more dynamic and more relatable. It was an easy argument to get them into the game. Here are some of the renders I made for the season Cards:

What made me go for the new art for those cards instead of using what we had is that Now these cards have a narrative, they tell a story, a scene, they are more dynamic and more relatable. It was an easy argument to get them into the game. Here are some of the renders I made for the season Cards:

The feedback from the team and testers was very fullfiling! I loved making those.

The feedback from the team and testers was very fullfiling! I loved making those.

The feedback from the team and testers was very fullfiling! I loved making those.

Once we wrapped up the research and went through the report together, the new interface and a working prototype for the team were cooked up in just five workdays! Hope you dig it!

Check out how it turned out!

Once we wrapped up the research and went through the report together, the new interface and a working prototype for the team were cooked up in just five workdays! Hope you dig it!

Check out how it turned out!

Once we wrapped up the research and went through the report together, the new interface and a working prototype for the team were cooked up in just five workdays! Hope you dig it!

Check out how it turned out!

Final Mockups!

Final Mockups!

Final Mockups!