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Revive the old game that will nudge users’ competitiveness

We listen to our users who miss the old game, so the idea is to retrofit the old game to fit modern devices and fulfill our users' nostalgia.

Project: Revive the old game that will nudge users’ competitiveness Summary: We listen to our users who miss the old game, so the idea is to retrofit the old game to fit modern devices and fulfill our users' nostalgia. Role: Product Designer Platform: Shopee Timeline: Q1-Q2 2024 Status: Released Tags: Game Design, Retrofit, Leaderboard, Retention Key Results & Business Metrics: - Returning Players: 2.4M MAU - PvP Matches Played: 15M+ - Community Rating: 4.9 / 5 Problem Statement: Legacy mechanics felt sluggish on modern high-refresh screens, and lack of social competition caused players to disengage after mastering single-player levels. Solution: Revamped responsive controls, introduced real-time multiplayer duel mode, and implemented dynamic tier rankings with weekly prize pools. Giving more control in First Time User Experience We want to make that player not feel like they are in a wordy onboarding, which intuitively triggers them to skip it. So, our proposal uses a semi-guided FTUE, which combines instruction and tryout interaction. Designing exploration and designing the end-to-end Cliché but everyone will judge by its cover: Our game doesn't have a micro-interaction, and it's just plain like no life. Since the effort is low, we think it's still worth doing that if the impact is also low. Also, we believe it's better to be different than just better. The game will adjusting based on player’s previous stats: We try adjusting our game based on our players’ archetype, which balances the game difficulty to fulfill what our users desire—some of them are prize hunters, challenge addicts, time killer players, etc. Findings, Reflections & Key Learnings: Co-creation and the importance of getting everyone's point of view: We can improve the workflow among the team. It’s co-creation. So, I initiated an ideation activity and design critique from all stakeholders, including the engineer. We got tons of logical questions that help sharpen our user experience. Can say no and evangelize everyone about the job to be done: This kind of product required a deep exploration, which somehow turned into a wild and crazy idea. Sometimes, it’s as sweet as sugar, and everyone also puts their sweet idea. It’s time to say, wait a minute... and say no, don’t do that. Your top capability can be threatened with unnecessary effort. Not lost again in the middle of the jungle: We already set the preferable mechanics as a principle, and the best idea is to use a simple, straightforward animation rather than a grande but, it has no value to the user.

Latest Work

Revive the old game that will nudge users’ competitiveness

We listen to our users who miss the old game, so the idea is to retrofit the old game to fit modern devices and fulfill our users' nostalgia.

Tags

Game DesignRetrofitLeaderboardRetention

Role

Product Designer

Status

Released

Timeline

Q1-Q2 2024

Product or Platform

Shopee

Shopee Games Arcade Pass case study illustration
Shopee Games Arcade Pass case study illustration

Giving more control in First Time User Experience

We want to make that player not feel like they are in a wordy onboarding, which intuitively triggers them to skip it. So, our proposal uses a semi-guided FTUE, which combines instruction and tryout interaction.

Shopee Games Arcade Pass case study illustration

Designing exploration and designing the end-to-end

Shopee Games Arcade Pass case study illustration
Shopee Games Arcade Pass case study illustration

Cliché but everyone will judge by its cover

Our game doesn't have a micro-interaction, and it's just plain like no life. Since the effort is low, we think it's still worth doing that if the impact is also low. Also, we believe it's better to be different than just better.

The game will adjusting based on player’s previous stats

We try adjusting our game based on our players’ archetype, which balances the game difficulty to fulfill what our users desire—some of them are prize hunters, challenge addicts, time killer players, etc.

  • Character Jump & Landing Micro-interaction

  • Combo Multiplier & Dynamic Particle FX

  • Leaderboard Overtake Real-Time Banner

Findings, Reflections & Conclusions

Co-creation and the importance of getting everyone's point of view

We can improve the workflow among the team. It’s co-creation. So, I initiated an ideation activity and design critique from all stakeholders, including the engineer. We got tons of logical questions that help sharpen our user experience.

Can say no and evangelize everyone about the job to be done

This kind of product required a deep exploration, which somehow turned into a wild and crazy idea. Sometimes, it’s as sweet as sugar, and everyone also puts their sweet idea. It’s time to say, wait a minute... and say no, don’t do that. Your top capability can be threatened with unnecessary effort.

Not lost again in the middle of the jungle

We already set the preferable mechanics as a principle, and the best idea is to use a simple, straightforward animation rather than a grande but, it has no value to the user.