Battle Pass Case Study

Battle Pass Case Study

Battle Pass Case Study

by Gabriela Nascimento & Turborilla
by Gabriela Nascimento & Turborilla
by Gabriela Nascimento & Turborilla

User Research

User Research

User Research

User Experience & Interface

User Experience & Interface

User Experience & Interface

Art Direction

Art Direction

Art Direction

Graphics

Graphics

Graphics

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: Big logo would cover valuable screen space, as well as the upper part of the screen would have a lot of useless negative space. Thoughht all buttons are in the bottom, we have added texts that would just go to make noise and crowd the screeen.

After: The much needed remake for it's screen had influence from this report, and as the team matured, there was a more efficient pipeline for decision making. The game had already a proper visual style guide that made it a lot easier to keep things consistent.

Before: Big logo would cover valuable screen space, as well as the upper part of the screen would have a lot of useless negative space. Thoughht all buttons are in the bottom, we have added texts that would just go to make noise and crowd the screeen.

After: The much needed remake for it's screen had influence from this report, and as the team matured, there was a more efficient pipeline for decision making. The game had already a proper visual style guide that made it a lot easier to keep things consistent.

Before: Big logo would cover valuable screen space, as well as the upper part of the screen would have a lot of useless negative space. Thoughht all buttons are in the bottom, we have added texts that would just go to make noise and crowd the screeen.

After: The much needed remake for it's screen had influence from this report, and as the team matured, there was a more efficient pipeline for decision making. The game had already a proper visual style guide that made it a lot easier to keep things consistent.

what and why?

what and why?

In Mad Skills Motocross 3 (MSM3), the Battle Pass is called the Season Pass. After a few months of the Pass being live, I was tasked with evaluating the performance and user experience by analyzing available information and user feedback. The point is to gain valuable insights and improve the feature.

In Mad Skills Motocross 3 (MSM3), the Battle Pass is called the Season Pass. After a few months of the Pass being live, I was tasked with evaluating the performance and user experience by analyzing available information and user feedback. The point is to gain valuable insights and improve the feature.

To gather those insights, I researched into diverse communication channels, including social media platforms, Discord servers, and relevant store reviews. This approach enabled me to uncover players' perspectives and identify key pain points within the game, and more specifically, the Season Pass.

To gather those insights, I researched into diverse communication channels, including social media platforms, Discord servers, and relevant store reviews. This approach enabled me to uncover players' perspectives and identify key pain points within the game, and more specifically, the Season Pass.

To gather those insights, I researched into diverse communication channels, including social media platforms, Discord servers, and relevant store reviews. This approach enabled me to uncover players' perspectives and identify key pain points within the game, and more specifically, 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!

I figured the easiest way to start this report was to go by and take a peek at our social medias, forums and discord servers, that would come in handy later, to identify pain points. Let’s take a look:

I figured the easiest way to start this report was to go by and take a peek at our social medias, forums and discord servers, that would come in handy later, to identify pain points. Let’s take a look:

  • Some players found it confusing to understand what the Season Pass was, how to earn points and its purpose


  • Most were annoying bugs that disrupted their Experience. There were issues where claimed items in the Season Pass Screen did not unlock in the Garage (inventory), certain players faced difficulties while trying to purchase the Premium Season Pass and encountered other bugs *


  • The information provided about the Season Pass Tier mechanics was not clear enough, leading users to wonder if they could access all premium items from previous tiers with the premium pass.

  • Some players found it confusing to understand what the Season Pass was, how to earn points and its purpose


  • Most were annoying bugs that disrupted their Experience. There were issues where claimed items in the Season Pass Screen did not unlock in the Garage (inventory), certain players faced difficulties while trying to purchase the Premium Season Pass and encountered other bugs *


  • The information provided about the Season Pass Tier mechanics was not clear enough, leading users to wonder if they could access all premium items from previous tiers with the premium pass.

  • Some players found it confusing to understand what the Season Pass was, how to earn points and its purpose


  • Most were annoying bugs that disrupted their Experience. There were issues where claimed items in the Season Pass Screen did not unlock in the Garage (inventory), certain players faced difficulties while trying to purchase the Premium Season Pass and encountered other bugs *


  • The information provided about the Season Pass Tier mechanics was not clear enough, leading users to wonder if they could access all premium items from previous tiers with the premium pass.

* These issues were immidiatelly taken to the responsible devs, being critical, we need to make sure the core experience of the game is not being disrupted by bugs and frustration when trying to purchase our features.

* These issues were immidiatelly taken to the responsible devs, being critical, we need to make sure the core experience of the game is not being disrupted by bugs and frustration when trying to purchase our features.

These insights highlight areas that need improvement to enhance the user experience of the Season Pass feature. Now that I have somewhere to start, I can reach out to others and exchange information. I have questions that demand answers! Who plays the Season Pass? How do they like it? How do they navigate it? I know what confuses some of our players, how can we improve this?

While most of those questions I won’t be able to get the answer due to several limitations, I’ll make the most with that I can get.

These insights highlight areas that need improvement to enhance the user experience of the Season Pass feature. Now that I have somewhere to start, I can reach out to others and exchange information. I have questions that demand answers! Who plays the Season Pass? How do they like it? How do they navigate it? I know what confuses some of our players, how can we improve this?

While most of those questions I won’t be able to get the answer due to several limitations, I’ll make the most with that I can get.

These insights highlight areas that need improvement to enhance the user experience of the Season Pass feature. Now that I have somewhere to start, I can reach out to others and exchange information. I have questions that demand answers! Who plays the Season Pass? How do they like it? How do they navigate it? I know what confuses some of our players, how can we improve this?

While most of those questions I won’t be able to get the answer due to several limitations, I’ll make the most with that I can get.

Who are our players?

Who are our players?

Working with our Data Analyst, I was able identify our user groups. Let’s call them Clusters!

I started by breaking down and creating personas for those clusters.

These clusters exhibited unique behaviors and could be categorized based on two major characteristics:

  • Skill level (low skill vs. high skill)

  • Player type (payer vs. free-to-play)

Clusters 0, 1, and 2 were casual players, who play in the afternoons, spend less money, have a less involved experience, and are less skilled.

Clusters 3 and 4 consist of more skilled players.

Cluster 4, our high-end users, is our primary target audience.

Ok, so far so good, but I want to understand who plays the game, and what’s their impression on the Season Pass.

How can I improve their engagement?

Well, let’s see their journey! \o/

Working with our Data Analyst, I was able identify our user groups. Let’s call them Clusters!

I started by breaking down and creating personas for those clusters.

These clusters exhibited unique behaviors and could be categorized based on two major characteristics:

  • Skill level (low skill vs. high skill)

  • Player type (payer vs. free-to-play)

Clusters 0, 1, and 2 were casual players, who play in the afternoons, spend less money, have a less involved experience, and are less skilled.

Clusters 3 and 4 consist of more skilled players.

Cluster 4, our high-end users, is our primary target audience.

Ok, so far so good, but I want to understand who plays the game, and what’s their impression on the Season Pass.

How can I improve their engagement?

Well, let’s see their journey! \o/

Working with our Data Analyst, I was able identify our user groups. Let’s call them Clusters!

I started by breaking down and creating personas for those clusters.

These clusters exhibited unique behaviors and could be categorized based on two major characteristics:

  • Skill level (low skill vs. high skill)

  • Player type (payer vs. free-to-play)

Clusters 0, 1, and 2 were casual players, who play in the afternoons, spend less money, have a less involved experience, and are less skilled.

Clusters 3 and 4 consist of more skilled players.

Cluster 4, our high-end users, is our primary target audience.

Ok, so far so good, but I want to understand who plays the game, and what’s their impression on the Season Pass.

How can I improve their engagement?

Well, let’s see their journey! \o/

Mad Skills Motocross Players can be grouped as depicted above

Mad Skills Motocross Players can be grouped as depicted above

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.

“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

“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.


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.


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.

What did we learn?

What did we learn?

What did we learn?

  • We have players that engage and buy Premium Pass (2 & 4)

  • We have players that either don’t get to the main screen or don’t fully understand how it works (0, 1)

  • We have players that face problems with Purchasing the Premium Pass

  • We don’t have specific data until the day of this report to tell much about how players interact with the UI in the Season Pass Screen.

  • We have players that engage and buy Premium Pass (2 & 4)

  • We have players that either don’t get to the main screen or don’t fully understand how it works (0, 1)

  • We have players that face problems with Purchasing the Premium Pass

  • We don’t have specific data until the day of this report to tell much about how players interact with the UI in the Season Pass Screen.

  • We have players that engage and buy Premium Pass (2 & 4)

  • We have players that either don’t get to the main screen or don’t fully understand how it works (0, 1)

  • We have players that face problems with Purchasing the Premium Pass

  • We don’t have specific data until the day of this report to tell much about how players interact with the UI in the Season Pass Screen.

What can be improved?

What can be improved?

What can be improved?

  • An information button, giving on-demand information:

    • What is the Season Pass?

    • Where and How can I get points?

    • How many points per activity?

  • Review how we present Premium and how we redirect them to the offer in the store

  • Hold surveys and tests specifically to gather data on how players feel about the Season Pass experience.

  • An information button, giving on-demand information:

    • What is the Season Pass?

    • Where and How can I get points?

    • How many points per activity?

  • Review how we present Premium and how we redirect them to the offer in the store

  • Hold surveys and tests specifically to gather data on how players feel about the Season Pass experience.

  • An information button, giving on-demand information:

    • What is the Season Pass?

    • Where and How can I get points?

    • How many points per activity?

  • Review how we present Premium and how we redirect them to the offer in the store

  • Hold surveys and tests specifically to gather data on how players feel about the Season Pass experience.

My suggestions

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

  • Hall of Fame

  • Players can purchase 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.

  • Hall of Fame

  • Players can purchase 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.

  • Hall of Fame

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

Iterations of the wireframe for an UI revamp

What became of it?

What became of it?

What became of it?

The project management did revamp the Season Pass screen, adding past seasons as a playable option. Each Season also has it’s own Premium Pass.

In these screens, the Idea was to recycle as many graphics as we could, and make any new assets efficient performance-wise, and easy to customize for future occasions.

These changes are not live yet, but no worries! Turborilla is a very transparent company, and allowed me to share most of the project that became this case study. I hope you liked it!

This is how the Season Pass turned out:

The project management did revamp the Season Pass screen, adding past seasons as a playable option. Each Season also has it’s own Premium Pass.

In these screens, the Idea was to recycle as many graphics as we could, and make any new assets efficient performance-wise, and easy to customize for future occasions.

These changes are not live yet, but no worries! Turborilla is a very transparent company, and allowed me to share most of the project that became this case study. I hope you liked it!

This is how the Season Pass turned out:

The project management did revamp the Season Pass screen, adding past seasons as a playable option. Each Season also has it’s own Premium Pass.

In these screens, the Idea was to recycle as many graphics as we could, and make any new assets efficient performance-wise, and easy to customize for future occasions.

These changes are not live yet, but no worries! Turborilla is a very transparent company, and allowed me to share most of the project that became this case study. I hope you liked it!

This is how the Season Pass turned out:

We ended adding new screens for the new features, bugs were fixed, yet there's much more to address still. This is an oongoing process. :)

We ended adding new screens for the new features, bugs were fixed, yet there's much more to address still. This is an oongoing process. :)

We ended adding new screens for the new features, bugs were fixed, yet there's much more to address still. This is an oongoing process. :)