
Battle Pass Upgrade
Designing a Goal-Driven Feature for Both Light and VIP Users
My Role & Process
I served as a sole UX Designer, partnering with Product, Game Design, Engineering, and UI/Concept Art. I led the work end‑to‑end:
Competitor & market research
UX strategy
User flows
Wireframing
Prototyping
Developer Hand-Off
Implementation Feedback
Company / Product
Zynga / Wizard of Oz Slots (WoZs)
Timeline
September 2024 - January 2025
Category
Mobile Application
Gaming
UX Design
Project Overview

Before & after the redesign
Battle Pass is a core goal-driven progression system that motivates users through structured tasks, rewards, and time-based goals.
While the original version worked well for casual users, high‑engagement users (VIPs) completed goals quickly and lacked incentives for deeper or longer sessions.
To remain competitive in the market and better serve distinct player segments, I proposed a more robust, scalable Battle Pass—introducing deeper challenges and a two‑tier premium model.
Outcome: The redesigned Battle Pass delivered a 7.5% increase in revenue per VIP user compared to the previous version.
UX Design Solutions
Support both VIP and light players within a single, cohesive system
1. Organizing the Diversified Challenge Structure

Working with Game Design, I shaped a multi-depth challenge structure into a system players could navigate without feeling overwhelmed — defining the tier logic, surface hierarchy, and progression model.
2. Flexible Two-Tier Premium Model
To support different spending behaviors, the feature introduced a two‑tier premium structure. UX focused on value transparency—clearly communicating rewards earned over time and helping users make informed decisions rather than impulse purchases.

Key Screens & Prototypes
Designing Clear Visual Signals for Discovery, Progress, and Rewards
Prototypes
Interactive prototypes were used to validate:
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Challenge discovery
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Progress tracking
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Reward collection flows
Key Screens
Daily Challenge Tab

Seasonal Challenge Tab (Expanded)

Rewards Tab

Visual System & Hierarchy
I partnered closely with UI and Concept Artists to:
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Define visual hierarchy across challenge cards
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Differentiate challenge types through layout, scale, and states
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Ensure premium content felt distinct without disrupting overall consistency
This collaboration ensured the final experience balanced clarity, excitement, and monetization.

Live Game UI - Challenge Card Visual Hierarchy
Live Game Interaction - Collecting Reward
Results & Impacts
Ranked #1 most beloved feature in player surveys
The redesigned Battle Pass was gradually released and fully ramped to 100% of players in early 2025. Since then:
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Ranked #1 most beloved feature in player satisfaction surveys (September 2025)
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Players actively centered daily gameplay goals around Battle Pass challenges
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7.5% increase in VIP revenue compared to the previous design
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Created new opportunities to promote and cross‑link other in‑game features through challenges