VALORANT Honor Rank
New Feature Design
75 Hours
Solo Designer
Prototype
Honor Progression
Behavior Penalty
Honor Promotion
Prototype
Honor Progression
Behavior Penalty
Honor Promotion

This project was created under Riot Games' "Legal Jibber Jabber" policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project.
Project overview
Project overview
Introduction
The VALORANT Honor Rank system is designed to combat toxicity and promote a more positive gaming experience by rewarding players for demonstrating good behavior and sportsmanship. Rather than focusing on punishing negative actions, this system seeks to create a shift in the community by incentivizing positive interactions, cooperation, and respectful communication.
Background
VALORANT is a free-to-play first-person shooter (FPS) game developed and released by Riot Games in June 2020. The 5v5 multiplayer game combines precise gunplay with unique agent abilities, offering a strategic and engaging experience. Its intense competitive gameplay and regular updates have fueled its popularity, leading to regional and global esports tournaments.
Problem
As with many competitive multiplayer games, toxic environments have been a concern since the game's release. While Riot has implemented features like chat restrictions, the Report and Mute system, and voice chat moderation, these measures primarily address negative behavior after it occurs rather than preventing it. This results in ongoing player frustration, burnout, and harassment, which can make the game feel unwelcoming and decreases overall community morale.
Goals
Design a feature that:
Encourages positive interactions
Encourage good sportsmanship, cooperation, and respectful communication by rewarding positive behavior, shifting the focus from punishment to proactive encouragement.
Reduces toxicity and harassment
Reduce harassment and toxic behavior through opportunities for reflection and improvement, fostering a more respectful community.

A closer look
How can I help?
Having firsthand experience playing VALORANT and some ideas for improvement, I wanted to explore what Riot Games has already implemented to address toxicity and how players have responded. My goal was to understand player behaviors, motivations, and attitudes toward in-game interactions. This would help identify elements that promote sportsmanship and reduce toxic behavior while seamlessly integrating into VALORANT's competitive experience.
Recent Updates
A recent public scandal involving a popular streamer receiving severe threats during a livestream prompted Anna Donlon, Executive Producer of VALORANT, to address the community's concerns about disruptive players. She outlined Riot Games' plan to implement stricter penalties for harmful behavior, which included:
Finalizing updates within 30 days to strengthen and accelerate penalties for severe behavior.
Introducing new penalties for serious misconduct, including hardware bans.
Increasing support for manual reviews to ensure these policies are enforced effectively.
Expanding the rollout of Riot's voice evaluation system to additional regions later in the year (previously only available in North America).
Conducting a one-time review of the top suspected offenders from the previous act and issuing penalties accordingly.
While players have noticed some improvements in the gaming atmosphere, the issue of toxicity remains unresolved, highlighting the need for further action.

Competitive analysis
I analyzed how games like Overwatch, CS:GO, and League of Legends tackled the issue of toxicity. Specifically, I focused on differences in user interfaces, player adoption, and feedback to evaluate the impact these changes had on player experiences after implementation.
Key insights:
Provide effective penalties for accountability
Slow down or stop honor progression for players exhibiting negative behavior to promote good sportsmanship.
Lack of immediate feedback
Implement real-time notifications or visual cues to reinforce positive actions immediately, which not currently offered in VALORANT.
Provide transparency
Implement explanations or examples of the negative behaviors that led to a penalty, encouraging self-improvement.
First-hand experiences
To create a solution that truly solved the problem, and not just for me, I conducted interviews with 6 participants that currently play VALORANT. My focus was to learn more about what motivates players to act positively (and negatively) during a game, how they respond to toxicity in the game, and what they think about current ways Riot is combating toxicity.
Affinity mapping
To synthesize my interview data, I created an affinity map focused on my research goals. My goal was to identify common player patterns, attitudes toward managing toxicity, and their motivations.
Key insights:
Players want to be rewarded or acknowledged for good sportsmanship to encourage positive gaming environments.
Players aim to have fewer negative interactions to avoid frustration and improve game outcomes.
Players need a system that promotes improvement and healthy competition, and reduces frustration caused by toxic players.
Players aim to improve rank and track performance through visible progress.

Our players
To focus on the issue of toxicity in VALORANT, I developed two empathy maps for two types of players based on user data to guide my design decisions: the Frustrated Gamer and the Resilient Competitor. My goal was to ensure that the design solutions would address the needs of both types of players, promoting a healthier and more positive gaming environment for all.


Too broad…
While I initially developed these two personas, as I went through my data and interviews, I realized these personas often overlapped in various circumstances (which was even shown later in user testing). To address this, I shifted my focus to a specific aspect of the user experience I wanted to enhance, which would allow me to design more effectively and focus on creating a more positive gaming space for the game’s broad and dynamic audience.
I developed a user journey map to better visualize the player experience and identify what key aspect to focus on. This map helped me pinpoint specific areas where my design could make the most impact: after playing a game. By offering immediate feedback once players are done with a game, we can influence player behavior, reinforcing positive actions and addressing negative ones.

Task flows
To determine which specific screens needed to be designed and how they fit into the existing flow, I mapped out two main task flows: the post-match experience and tracking progression. This helped me visualize the steps players take in each scenario, ensuring the new feature integrates smoothly and improves the overall experience.

Lower fidelity frames
Since I was adding a feature to an existing product, I focused the lower fidelity screen designs on the new screens I wanted to introduce. In the post-match flow, I designed the negative feedback message, the honor rank-up screen, and the voting screen.
While VALORANT already includes feedback messages when a player is reported (informing users of penalties for negative behavior), I tailored this message for the honor rank system, detailing how it would impact a player’s rank.
For the honor rank-up screen, I drew inspiration from competitive rank-up screens to create a familiar and rewarding experience. This design choice aimed to evoke the same sense of achievement players reported feeling when advancing in competitive rank, as noted in user interviews.

In the honor progression flow, I designed the screen where players can view and track their honor rank and rewards, similar to competitive play. I also included a feature description, allowing users to understand how the system works and how their rank progresses.

Testing initial designs
I tested the wireframes before adding visual elements to the designs. The goal was to observe how players navigated the flows and to evaluate the logical sequence of steps. The test also assessed the clarity of feedback after voting and players' understanding of the voting process for both positive and negative behavior.
Priority revisions:
Visual feedback additions
Provide visual feedback after a vote is cast and clearly display honor rank progress loss for penalties.
Revision of screen sequence in post-match flow
The penalty screen was moved from the lobby to the match summary screen to enhance its visibility.
Honor system description revision
Update the honor rank information to clearly describe the entire ranking system, not just the emblems.

Aligning with the brand
One of my favorite parts of the process was aligning my designs with VALORANT's brand and bringing them to life as in-game screens. I studied the branding and identified two fonts consistently used throughout the game. The color palette was unique, featuring two main colors alongside whites, which made designing with it challenging, but enjoyable.

Emblem design
For the honor rank emblems, I aimed to align with VALORANT's brand by incorporating design elements from the competitive rank emblems, such as geometric shapes, sharp lines, and depth. Initially, I added gradients, but they didn't match the branding, so I recolored the emblems to better fit, using different colors from the competitive ranks. The tiered design evolves with progression, mirroring the competitive emblem structure.

High fidelity designs
Feedback implementation
After the first usability test, where participants requested more feedback during the voting process, I added a description popup to guide players who encounter the screen without prior knowledge of the new system. I also made the voted player's card visibly change to indicate that the vote has been cast.
Rewards
For the high-fidelity designs, I created components for the rewards section. Due to time constraints, I was not able to prioritize designing new rewards. I used sprays and skins from the battle pass (both paid and unpaid) as placeholders for this project to represent the rewards the system would offer.

Prototyping
I focused on prototyping the screens so users could interact with most elements during the second round of testing. I made elements clickable and created hover states, similar to how they function in VALORANT, to ensure the experience felt like interacting within the game itself.
For the post-match flows, I prototyped the non-interactive screens already present in the game, such as the end game and map loading screens. These screens automatically transition to the next in the flow after a brief delay, aiming to create an experience as close as possible to the actual in-game experience.
Usability testing
For the second round of testing, I evaluated three main flows: progress tracking, post-match honor promotion, and post-match behavior penalty. These covered all three new experiences introduced by the feature. My goal was to identify any issues and areas for improvement to enhance the usability of the product.
Key metrics:
Task completion rate (>90%)
Error rate (Low)
Time on Task (low)
User satisfaction (High)
Priority revisions
Reward redesign
The redesign of the honor rank screen was the highest priority revision, adjusting for feedback obtained through testing.
Checkpoints were removed and replaced with arrow key navigation as they added unnecessary confusion and competed with the dropdown navigation.
A title was added to the rewards section to clarify that the dropdown is used to navigate rewards across different ranks.
Locked ranks were changed to be clickable, allowing users to preview future rewards to boost motivation.
The progress bar was redesigned to reflect the total honors needed to reach the next rank and the total honors earned during the Act, accommodating the removal of checkpoints.

Penalty redesign
As part of the reward system redesign, the penalty system was also redesigned based on testing feedback. Participants found the severity of penalties and specific use cases unclear, prompting the need for a redesign.
The penalty system was redesigned to apply to players with no honors to lose (0/20 honors). Players now demote after the initial penalty, and repeated negative behavior results in a complete honor reset. The penalty warning was updated to clearly distinguish between these two consequences for players already at zero honors.

Voting
During the post-match flow, some participants mentioned situations where they didn’t want to honor anyone on their team due to toxic behavior. Initially, the feature was designed to prevent skipping to encourage its use. However, this feedback led to reconsideration, resulting in the addition of an optional skip feature. To discourage overuse and maintain focus on the voting cards, the skip option was intentionally not designed as a primary action.
To adjust to this change, the voting cards were resized. I also redesigned them to better align with the game's branding. Hover states were added to enhance interactivity, making it clear which player a user is hovering over. The gradient hover effect draws inspiration from existing patterns in the game, maintaining consistency with its overall design.

Final designs
Match summary
Based on player feedback for more visual feedback, an honor rank section was added to the match summary screen, allowing players to track their progress after each match, similar to tracking their competitive rank. I also designed and prototyped visible progress gain or loss for both the honor promotion and behavior penalty flows, to visually show players the changes in their honor rank.
Additionally, a "Most Honorable Player" indicator was added to the victory screen after voting, highlighting the player with the most votes. A voting symbol with a hover state was also included to show who the user voted for.

Post-match honor promotion
The post-match honor promotion experience rewards players consistently recognized for positive behavior. Based on testing feedback, the flow was updated to show an honor increase in the progress bar before the promotion screen, providing immediate visual feedback on rank improvement.
Post-match behavior penalty
The post-match behavior penalty experience occurs when players negatively impact others enough to be reported. Upon receiving a penalty, players see a loss in their honor rank. The flow includes visible progress loss after the penalty information to reinforce the impact and encourage reflection.
Final prototype
Next Steps
Unexpected findings
An unexpected finding emerged during user testing: players strongly preferred visual indicators, such as progress bars or animations, to convey progress loss/gain, rather than relying on short text notifications. Initially I was concerned that adding more visual elements and animations would overwhelm users. However, feedback from testing showed that players found these interactions more intuitive and engaging. This highlighted the difference from designing in other industries where distractions should be limited (ads/ too many animations) to the gaming industry where animations and visuals enhance immersion and clarity.
Next steps
For future development, I plan to create unique rewards tailored to each rank. Initially, some users questioned whether these rewards would be compelling, expressing uncertainty about how motivating a spray alone would be. However, after clarifying that the rewards would go beyond sprays or free battle pass items and include more meaningful and exclusive incentives, their excitement for the system increased. This feedback highlights the need for further research into the types of rewards that would most motivate players to strive for higher ranks.
Reflection
Focusing on gaming and graphics highlighted the importance of UX writing and tone in game design. I prioritized using engaging, concise, and clear language to naturally guide users toward features, ensuring a balance between being informative and inviting without overwhelming them. This is a skill I valued developing and will refine further in future projects.
This project challenged me to analyze an existing product and design a feature that seamlessly aligns with its brand. Working in a different industry broadened my perspective on user motivation and engagement, allowing me to develop new design strategies. I also honed my ability to create features that balance engagement and clarity—an approach I plan to carry into future projects.
Thank you for reading!
Final prototype
Next Steps
Unexpected findings
An unexpected finding emerged during user testing: players strongly preferred visual indicators, such as progress bars or animations, to convey progress loss/gain, rather than relying on short text notifications. Initially I was concerned that adding more visual elements and animations would overwhelm users. However, feedback from testing showed that players found these interactions more intuitive and engaging. This highlighted the difference from designing in other industries where distractions should be limited (ads/ too many animations) to the gaming industry where animations and visuals enhance immersion and clarity.
Next steps
For future development, I plan to create unique rewards tailored to each rank. Initially, some users questioned whether these rewards would be compelling, expressing uncertainty about how motivating a spray alone would be. However, after clarifying that the rewards would go beyond sprays or free battle pass items and include more meaningful and exclusive incentives, their excitement for the system increased. This feedback highlights the need for further research into the types of rewards that would most motivate players to strive for higher ranks.
Reflection
Focusing on gaming and graphics highlighted the importance of UX writing and tone in game design. I prioritized using engaging, concise, and clear language to naturally guide users toward features, ensuring a balance between being informative and inviting without overwhelming them. This is a skill I valued developing and will refine further in future projects.
This project challenged me to analyze an existing product and design a feature that seamlessly aligns with its brand. Working in a different industry broadened my perspective on user motivation and engagement, allowing me to develop new design strategies. I also honed my ability to create features that balance engagement and clarity—an approach I plan to carry into future projects.
Thank you for reading!
VALORANT Honor Rank
New Feature Design
75 Hours
Solo Designer
Prototype
Prototype
Honor Progression
Behavior Penalty
Honor Promotion
Prototype
Honor Progression
Behavior Penalty
Honor Promotion


This project was created under Riot Games' "Legal Jibber Jabber" policy using assets owned by Riot Games. Riot Games does not endorse or sponsor this project.
Project overview
Introduction
The VALORANT Honor Rank system is designed to combat toxicity and promote a more positive gaming experience by rewarding players for demonstrating good behavior and sportsmanship. Rather than focusing on punishing negative actions, this system seeks to create a shift in the community by incentivizing positive interactions, cooperation, and respectful communication.
Background
VALORANT is a free-to-play first-person shooter (FPS) game developed and released by Riot Games in June 2020. The 5v5 multiplayer game combines precise gunplay with unique agent abilities, offering a strategic and engaging experience. Its intense competitive gameplay and regular updates have fueled its popularity, leading to regional and global esports tournaments.
Problem
As with many competitive multiplayer games, toxic environments have been a concern since the game's release. While Riot has implemented features like chat restrictions, the Report and Mute system, and voice chat moderation, these measures primarily address negative behavior after it occurs rather than preventing it. This results in ongoing player frustration, burnout, and harassment, which can make the game feel unwelcoming and decreases overall community morale.
Goals
Design a feature that:
Encourages positive interactions
Encourage good sportsmanship, cooperation, and respectful communication by rewarding positive behavior, shifting the focus from punishment to proactive encouragement.
Reduces toxicity and harassment
Reduce harassment and toxic behavior through opportunities for reflection and improvement, fostering a more respectful community.


A closer look
How can I help?
Having firsthand experience playing VALORANT and some ideas for improvement, I wanted to explore what Riot Games has already implemented to address toxicity and how players have responded. My goal was to understand player behaviors, motivations, and attitudes toward in-game interactions. This would help identify elements that promote sportsmanship and reduce toxic behavior while seamlessly integrating into VALORANT's competitive experience.
Recent Updates
A recent public scandal involving a popular streamer receiving severe threats during a livestream prompted Anna Donlon, Executive Producer of VALORANT, to address the community's concerns about disruptive players. She outlined Riot Games' plan to implement stricter penalties for harmful behavior, which included:
Finalizing updates within 30 days to strengthen and accelerate penalties for severe behavior.
Introducing new penalties for serious misconduct, including hardware bans.
Increasing support for manual reviews to ensure these policies are enforced effectively.
Expanding the rollout of Riot's voice evaluation system to additional regions later in the year (previously only available in North America).
Conducting a one-time review of the top suspected offenders from the previous act and issuing penalties accordingly.
While players have noticed some improvements in the gaming atmosphere, the issue of toxicity remains unresolved, highlighting the need for further action.


Competitive analysis
I analyzed how games like Overwatch, CS:GO, and League of Legends tackled the issue of toxicity. Specifically, I focused on differences in user interfaces, player adoption, and feedback to evaluate the impact these changes had on player experiences after implementation.
Key insights:
Provide effective penalties for accountability
Slow down or stop honor progression for players exhibiting negative behavior to promote good sportsmanship.
Lack of immediate feedback
Implement real-time notifications or visual cues to reinforce positive actions immediately, which not currently offered in VALORANT.
Provide transparency
Implement explanations or examples of the negative behaviors that led to a penalty, encouraging self-improvement.
First-hand experiences
To create a solution that truly solved the problem, and not just for me, I conducted interviews with 6 participants that currently play VALORANT. My focus was to learn more about what motivates players to act positively (and negatively) during a game, how they respond to toxicity in the game, and what they think about current ways Riot is combating toxicity.
Affinity mapping
To synthesize my interview data, I created an affinity map focused on my research goals. My goal was to identify common player patterns, attitudes toward managing toxicity, and their motivations.
Key insights:
Players want to be rewarded or acknowledged for good sportsmanship to encourage positive gaming environments.
Players aim to have fewer negative interactions to avoid frustration and improve game outcomes.
Players need a system that promotes improvement and healthy competition, and reduces frustration caused by toxic players.
Players aim to improve rank and track performance through visible progress.


Our players
To focus on the issue of toxicity in VALORANT, I developed two empathy maps for two types of players based on user data to guide my design decisions: the Frustrated Gamer and the Resilient Competitor. My goal was to ensure that the design solutions would address the needs of both types of players, promoting a healthier and more positive gaming environment for all.




Too broad…
While I initially developed these two personas, as I went through my data and interviews, I realized these personas often overlapped in various circumstances (which was even shown later in user testing). To address this, I shifted my focus to a specific aspect of the user experience I wanted to enhance, which would allow me to design more effectively and focus on creating a more positive gaming space for the game’s broad and dynamic audience.
I developed a user journey map to better visualize the player experience and identify what key aspect to focus on. This map helped me pinpoint specific areas where my design could make the most impact: after playing a game. By offering immediate feedback once players are done with a game, we can influence player behavior, reinforcing positive actions and addressing negative ones.


Task flows
To determine which specific screens needed to be designed and how they fit into the existing flow, I mapped out two main task flows: the post-match experience and tracking progression. This helped me visualize the steps players take in each scenario, ensuring the new feature integrates smoothly and improves the overall experience.


Lower fidelity frames
Since I was adding a feature to an existing product, I focused the lower fidelity screen designs on the new screens I wanted to introduce. In the post-match flow, I designed the negative feedback message, the honor rank-up screen, and the voting screen.
While VALORANT already includes feedback messages when a player is reported (informing users of penalties for negative behavior), I tailored this message for the honor rank system, detailing how it would impact a player’s rank.
For the honor rank-up screen, I drew inspiration from competitive rank-up screens to create a familiar and rewarding experience. This design choice aimed to evoke the same sense of achievement players reported feeling when advancing in competitive rank, as noted in user interviews.


In the honor progression flow, I designed the screen where players can view and track their honor rank and rewards, similar to competitive play. I also included a feature description, allowing users to understand how the system works and how their rank progresses.


Testing initial designs
I tested the wireframes before adding visual elements to the designs. The goal was to observe how players navigated the flows and to evaluate the logical sequence of steps. The test also assessed the clarity of feedback after voting and players' understanding of the voting process for both positive and negative behavior.
Priority revisions:
Visual feedback additions
Provide visual feedback after a vote is cast and clearly display honor rank progress loss for penalties.
Revision of screen sequence in post-match flow
The penalty screen was moved from the lobby to the match summary screen to enhance its visibility.
Honor system description revision
Update the honor rank information to clearly describe the entire ranking system, not just the emblems.


Aligning with the brand
One of my favorite parts of the process was aligning my designs with VALORANT's brand and bringing them to life as in-game screens. I studied the branding and identified two fonts consistently used throughout the game. The color palette was unique, featuring two main colors alongside whites, which made designing with it challenging, but enjoyable.


Emblem design
For the honor rank emblems, I aimed to align with VALORANT's brand by incorporating design elements from the competitive rank emblems, such as geometric shapes, sharp lines, and depth. Initially, I added gradients, but they didn't match the branding, so I recolored the emblems to better fit, using different colors from the competitive ranks. The tiered design evolves with progression, mirroring the competitive emblem structure.


High fidelity designs
Feedback implementation
After the first usability test, where participants requested more feedback during the voting process, I added a description popup to guide players who encounter the screen without prior knowledge of the new system. I also made the voted player's card visibly change to indicate that the vote has been cast.
Rewards
For the high-fidelity designs, I created components for the rewards section. Due to time constraints, I was not able to prioritize designing new rewards. I used sprays and skins from the battle pass (both paid and unpaid) as placeholders for this project to represent the rewards the system would offer.


Prototyping
I focused on prototyping the screens so users could interact with most elements during the second round of testing. I made elements clickable and created hover states, similar to how they function in VALORANT, to ensure the experience felt like interacting within the game itself.
For the post-match flows, I prototyped the non-interactive screens already present in the game, such as the end game and map loading screens. These screens automatically transition to the next in the flow after a brief delay, aiming to create an experience as close as possible to the actual in-game experience.
Usability testing
For the second round of testing, I evaluated three main flows: progress tracking, post-match honor promotion, and post-match behavior penalty. These covered all three new experiences introduced by the feature. My goal was to identify any issues and areas for improvement to enhance the usability of the product.
Key metrics:
Task completion rate (>90%)
Error rate (Low)
Time on Task (low)
User satisfaction (High)
Priority revisions
Reward redesign
The redesign of the honor rank screen was the highest priority revision, adjusting for feedback obtained through testing.
Checkpoints were removed and replaced with arrow key navigation as they added unnecessary confusion and competed with the dropdown navigation.
A title was added to the rewards section to clarify that the dropdown is used to navigate rewards across different ranks.
Locked ranks were changed to be clickable, allowing users to preview future rewards to boost motivation.
The progress bar was redesigned to reflect the total honors needed to reach the next rank and the total honors earned during the Act, accommodating the removal of checkpoints.


Penalty redesign
As part of the reward system redesign, the penalty system was also redesigned based on testing feedback. Participants found the severity of penalties and specific use cases unclear, prompting the need for a redesign.
The penalty system was redesigned to apply to players with no honors to lose (0/20 honors). Players now demote after the initial penalty, and repeated negative behavior results in a complete honor reset. The penalty warning was updated to clearly distinguish between these two consequences for players already at zero honors.


Voting
During the post-match flow, some participants mentioned situations where they didn’t want to honor anyone on their team due to toxic behavior. Initially, the feature was designed to prevent skipping to encourage its use. However, this feedback led to reconsideration, resulting in the addition of an optional skip feature. To discourage overuse and maintain focus on the voting cards, the skip option was intentionally not designed as a primary action.
To adjust to this change, the voting cards were resized. I also redesigned them to better align with the game's branding. Hover states were added to enhance interactivity, making it clear which player a user is hovering over. The gradient hover effect draws inspiration from existing patterns in the game, maintaining consistency with its overall design.


Final designs
Match summary
Based on player feedback for more visual feedback, an honor rank section was added to the match summary screen, allowing players to track their progress after each match, similar to tracking their competitive rank. I also designed and prototyped visible progress gain or loss for both the honor promotion and behavior penalty flows, to visually show players the changes in their honor rank.
Additionally, a "Most Honorable Player" indicator was added to the victory screen after voting, highlighting the player with the most votes. A voting symbol with a hover state was also included to show who the user voted for.


Post-match honor promotion
The post-match honor promotion experience rewards players consistently recognized for positive behavior. Based on testing feedback, the flow was updated to show an honor increase in the progress bar before the promotion screen, providing immediate visual feedback on rank improvement.
Post-match behavior penalty
The post-match behavior penalty experience occurs when players negatively impact others enough to be reported. Upon receiving a penalty, players see a loss in their honor rank. The flow includes visible progress loss after the penalty information to reinforce the impact and encourage reflection.
Final prototype
Next Steps
Unexpected findings
An unexpected finding emerged during user testing: players strongly preferred visual indicators, such as progress bars or animations, to convey progress loss/gain, rather than relying on short text notifications. Initially I was concerned that adding more visual elements and animations would overwhelm users. However, feedback from testing showed that players found these interactions more intuitive and engaging. This highlighted the difference from designing in other industries where distractions should be limited (ads/ too many animations) to the gaming industry where animations and visuals enhance immersion and clarity.
Next steps
For future development, I plan to create unique rewards tailored to each rank. Initially, some users questioned whether these rewards would be compelling, expressing uncertainty about how motivating a spray alone would be. However, after clarifying that the rewards would go beyond sprays or free battle pass items and include more meaningful and exclusive incentives, their excitement for the system increased. This feedback highlights the need for further research into the types of rewards that would most motivate players to strive for higher ranks.
Reflection
Focusing on gaming and graphics highlighted the importance of UX writing and tone in game design. I prioritized using engaging, concise, and clear language to naturally guide users toward features, ensuring a balance between being informative and inviting without overwhelming them. This is a skill I valued developing and will refine further in future projects.
This project challenged me to analyze an existing product and design a feature that seamlessly aligns with its brand. Working in a different industry broadened my perspective on user motivation and engagement, allowing me to develop new design strategies. I also honed my ability to create features that balance engagement and clarity—an approach I plan to carry into future projects.
Thank you for reading!