BASEBALL FRANCHISE MANAGER

this page is not optimized for mobile viewing

Gameplay:

Project Type : Game Design Internship

Project Duration : 5 months

Team Size : 25

Role(s) : Game Designer, Economy Designer, UX Designer

UX, Engagement & Economy Centric Design made for a live service game.

Tools & Software Used in This Page:

FIGMA

Miro

TRELLO

Adobe Illustrator

Excel

Economy Balancing

This work focuses on analyzing and improving the economy of the game.
I was given the task of analyzing BFM (Baseball Franchise Manager) for its in-game economy and figure out if there is any space for improvement in terms of increasing engagement and up the quality of player experience.
Below briefly showcases a summary of changes made as a result of it.
Chart created for observing the relationship between in-game features and systems and how it connects in terms of resource transactions.
The changes was made with the intention of making the premium currency "coin" more scarce so it appears less the users and feels more "premium" as well as restructuring missions as it is more clear what rewards will be given with types of missions.

Read in more detail

Weekly Mission Track

Following the balance changes above, I was asked to come up with a weekly mission tracker that progresses by completing missions. So task was to discover and find how we could adapt this feature into BFM.
Below you can see some concept work I made for this feature included in current version of the missions window.

v1.0 & v1.1

First version introduced a simple tracker bar on top the missions window. A check mark would show up once a mission is completed and once all them are marked user is rewarded with a pop-up window. This one also includes an alternative version with different interface and reward logic where user gets rewarded for every 7 missions they complete.

v2.0 & v2.1

With the second iteration cycle I added a seperate tab called "challenges" into missions window. This way users can view the weekly progression in a more detailed manner.
In upcoming concepts v3.0, v3.1 and v3.2, I've tried to include an additional feature for rerolling the randomly selected rewards by spending 1 coin. As well as coimng up with different interfaces to them.

v3.0

v3.1

v3.2

Franchise HQ Page Rework

In this work I was assigned for increasing the readibility of the "Franchise HQ" page. Franchise HQ is one of the ugpradable hubs in the game where it affects the income your team receives after each match they play. It also provides a financial status report for users to keep track of their incomes, costs and trade history. Below you can see the old and updated versions of the hub with changes made listed under.

Old

New

- "FINANCES" & "HISTORY" tabs merged into one page.
- "Season Budget" section now shows how much bonus income Franchise HQ hub provides to user.
- Revenue-Cost graph made into 2 clickable buttons:
- Previously shown information at the very bottom of old Franchise HQ page are now shown when clicked on "REVENUES" on the graph. Addionally it now also shows arena capacity and ticket price as it affects the average match income. There is also a button that directs user to "Stadium" hub page.
- When clicked, "COSTS" button on graph lists every signed player in the team with their salaries.
- Graph now visually indicates how much value player gets once they buy the season pass.
- "Latest Transactions" table now shows gained resources additional to spent ones. It also visually seperates gains and losses.

Daily Cash Payout

As for another work increasing the user engagement with the game I was tasked to design a concept where users have to collect their cash interacting with a button on home page.
Here are the specifications for this feature:
- Cash gained from any source accumulates in a storage that can be collected by intracting with the cash payout button available on home page.
- Payout has a 24 hours timer where any stored cash will be automatically transferred when the timer ends. So users won't have the feel the anxiety of forgetting to collect their stored money throughout the day.
- There is a limit to amount of money that can be stored in cash payout and a visual indicator shows how much space is used for storing the money so far. This indicator resets with the timer at the end of the day.
- Another indicator shows there is additional cash to be claimed from the payout if user collected money before any amount is stored in it after.
By satisying these requirements here are what are included in the final version of the concept below:
- A new dedicated button for the cash payout feature. This button dynamically shows how much money has accumulated to collect. By pressing an overlay window appears for users to collect their money.
- A visual representation is included to simply indicate an addition can be made to users current balance. As well as the amount of avaialble cash to be collected is shown by text.
- Because there isn't many iterations of this feature is found in games, a button is added in the top right corner descriping how this feature works.
The fact that any stored cash will be transferred to user lets users to not interact with the payout button at all. The purpose of this feature is giving users a limit to amount of cash they can have in a day so they don't end up hording cash more than they can spent. As well as increasing the engagement and traffic between the pages.

Onboarding Rework: Changing the Lineup Flow

-

Takeaways

-