Paulo Coimbra
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earn alliance · engagement · 2024

From airdrop to battle pass: a redesign built around the clock

Earn Alliance replaced its airdrop with the Ally Pass and swapped its mascot at the same time. Another designer and I designed it as a relay: one of us in Brazil, the other in Asia, handing the work across the globe every day.

50k+players taking part at the same time
2 fewerclicks a day to reach missions
3 daysto ship the next launch page
roleUX/UI Designer
teamEarn Alliance product and engineering
timeline2024
toolsFigma, FigJam, Jira, Notion, Hotjar
problem

Moving rewards from tickets to XP could cut engagement; a new mascot forced a UX overhaul; daily missions felt repetitive.

what we did

Research, personas, a new-user flow, nine entrance options scored against heatmaps, usability tests, hi-fi and components.

outcome

Shipped; A/B tests and prototypes informed the final version. Metrics available in conversation.

01

Context

Earn Alliance connected players to 3,500+ games and rewarded them for playing. Airdrop Season 2 was replaced by the Ally Pass, a battle pass: missions → XP → levels → rewards. In the same release the old mascot gave way to Magic Muffin.

Magic Muffin, the new mascot, in a few of its moods. Click one.

02

How we worked

My co-designer was in Asia; I was in Brazil, eleven hours apart. Instead of splitting the project, we split the clock: one of us would start a piece of research or a set of components, the other would review it and take it forward, and hand it back at the end of their day. The file never sat idle.

03

Process

01

Research

Internal review, player feedback, empathy maps and Hotjar heatmaps, plus a benchmark of how battle passes work in games like Fortnite and Overwatch 2: how you enter, buy and collect.

FigJam board: battle pass benchmark and the Overwatch 2 and Fortnite flows, screen by screen

Part of the benchmark board in FigJam.

02

Personas

Three audiences from marketing (the Player, the Casual Gamer and the Value Extractor), with the Casual Gamer as the one we designed for first.

persona

The Player

Competitive and engaged, looking for challenge and recognition.

needs
Advanced gameplay, community recognition
barriers
High difficulty, poor community
designed for first

The Casual Gamer

Plays to relax and have fun, in short sessions.

needs
Accessible, easy-to-learn games
barriers
Little time, too much complexity
persona

The Value Extractor

Plays to earn and get the most out of every reward.

needs
Clear paths to earning, tangible rewards
barriers
Low transparency, low reward value
deep dive

The Casual Gamer

Interests
  • Special missions
  • Rewards, NFTs and extra XP
  • Levelling up
  • Rankings
  • What can I earn, and how fast?
Influences
  • YouTube reviews
  • Friends and word of mouth
  • X, YouTube and Discord
  • Other gamers’ comments
Goals
  • Have fun
  • Earn more
  • Rewards I can actually use
  • Things that just work
Needs
  • A clear reason to buy
  • To know what I’m spending on, and if it’s worth it
  • A battle pass that’s easy to learn
  • Fun along the way
Motivations
  • Easy to get started, no blockers
  • Fun without much complexity
  • If I see value, I’ll pay
  • Trying it before paying
Pain points
  • Hard missions demotivate me
  • Not much time to play
  • Not enough information
  • “What do I do next?”
  • Too many missions feel exhausting

Recreated from our FigJam persona board.

03

User flows

The current sign-up and onboarding, then new flows for new and existing users without a pass: entering the Ally Pass, buying it and collecting rewards.

existing usersUser flow for existing users without a battle pass: log in, find the battle pass, choose a pass and payment, confirm and get started
new usersUser flow for new users: sign up, onboarding, find the battle pass, choose a pass and payment, confirm and get started

The battle pass flows for existing and new users, in FigJam.

04

Wireframes to hi-fi

Lo-fi ideas first, like a comparison table for the XP multiplier that previews the extra XP before you buy. Then usability tests, and the hi-fi landing page for desktop and mobile, up to the level-60 muffin rewards, built with developers.

Wireframe, idea 2: the battle pass with an XP multiplier comparison table and sections about the pass, XP boost, leaderboard and daily missions
Hi-fi: the Ally Pass landing page on desktop and mobile, and the level-60 muffin reward cards

From the wireframe to the hi-fi landing page, desktop and mobile.

04

Decisions

The Mission page became the Ally Pass landing

Daily players reached their missions with at least two fewer clicks a day.

Premium and regular rewards visually distinct

So the Premium Pass sold itself on the page.

Modular components

Which also made the Magic Muffin launch page possible in three working days.

05

Takeaway

This project had everything a remote startup usually has: a short schedule, a small team and several other projects running at the same time. The requirements also changed often, and some were still open while we were designing. I learned to treat that as part of the job instead of something to wait out: show work early, ask the question before it blocks someone, and write down what was agreed.

Working as a relay with another designer, eleven hours apart, only worked because we wrote everything down. Every handoff at the end of the day had to say what changed and what was still open, so the other person could carry on without a call. That habit stayed with me, and it’s how I still write handoffs for engineers.

When we didn’t know the answer, we tested instead of debating: A/B tests and prototypes in front of players. The version that shipped was the one the data backed up, not necessarily the one we liked most at the start. It’s still one of the projects I’m proudest of.

contact

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