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Flexible Quest

Responsibilities: Research / User Journey / Wireframing / UI / Prototyping / User Testing / Delivery for Dev / Design System

Worked closely with: Product Manager, Game Designers, Developers, Creative managers, Economy Manager, Business Analysis, Monetisation manager, Art team.

Platform: Mobile (iOS/Android), Desktop and tablet.

About BINGO BLITZ: Bingo Blitz is a leading freemium casual game by Playtika. With over one million players, mostly women over 50 from the USA.

The Brief

Design a flexible, dynamic gameplay layer that supports variations in tasks, layout, art, and rewards. The goal was to improve engagement and retention by adapting to player needs and project constraints.

My role

  • Defined and designed a modular system to support changing tasks, visuals, rewards, and timelines

  • Collaborated with stakeholders across departments to align design goals with technical limitations

  • Translated complex requirements into scalable, reusable components

  • Ensured the system could evolve with future updates while supporting long-term player engagement

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Flexible quest reskin, winter and Easter

Main Challenges

1. Clarifying Complex Requirements

Aligning across stakeholders to translate diverse needs into actionable, design-ready and technically feasible solutions.

2. Designing for Flexibility

Building modular components that support evolving use cases — including adjustable tasks, visuals, rewards, and timelines — to increase engagement and accommodate future iterations.

3. Integrating a Unique Gameplay Layer

Creating a new, standalone layer that fits seamlessly within the game while offering a fresh, differentiated experience from existing mechanics.

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Wireframe layouts showing different product requirements.

Research

Market Research

As part of the competitor analysis, I focused on:

  • Layout structures

  • Progression bar mechanics

  • Multi-stage reward systems

  • Mission architecture

Creative Approach

We aimed to create a concept that could be easily reskinned.
Together with the creative manager, we proposed a narrative where the character receives help through mission completion, adding story-driven motivation to the quest design.

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Creative concept references from competitor games. Collected solely for internal inspiration and ideation.

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Examples of Creative Concepts from Competitor Games used solely for internal design exploration and reference purposes.

User Journey

User enters

the game

Quest feature unlocked for the first time

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Display a list of available missions. Each quest card includes: Title, status, reward, CTA

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Exit the screen and go back to play.

Press on specific mission and go to fill the mission.

User goes back to previous screen, and start playing

The user starts playing through all features of the game.

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mission completed

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A red dot appears on the lobby widget to indicate progress.

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User opens the feature

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user Continue playing

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Automatically claims rewards for the completed mission.

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Animation of filling the bar, Top bar filled, Marks the mission as completed.

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Display updated list with next available mission

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User selects another mission

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Final Mission Completion flow- fly to balance

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All missions marked as completed, Success Popup.​

Celebrate!

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Recompilation Flow.

User Journey

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Design Process

After gathering all the requirements from the task force, I began designing the core components of the mission system: the top reward panel and the mission cards.

Top panel component

The top panel is designed based on the brief. It can display a progress bar, up to six rewards, scratched amounts, cities, and relevant boosts.

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Top panel, includes: target, rewards, bar and relevant boost.

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Top panel, includes: task goal, rewards, cities and a progress bar.

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Top panel includes: task goal, rewards, progress bar, and relevant boost.

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Top panel includes: task goal, rewards, progress bar, cities and relevant boost.

Mission component

The mission component is dynamic as well : always includes bar, can consist of up to 3 rewards, cities and relevant boost. 

Depends on the brief.

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Mission component includes: task goal, rewards, and 2 cities.

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Mission component includes: task goal, rewards, and a mode boost.

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Mission component includes: task goal, rewards, and 1 city.

 

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Mission component includes: task goal, rewards, 2 cities, and a mode boost.

 

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Mission component includes: task goal and rewards.

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Mission marked as completed.

Sketches

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1st Mission Bar is Full

The mission bar is fully filled after user progress is tracked.

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Main Screen

This is the initial state of the feature — the user hasn’t started progressing yet.

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Rewards Behavior

Rewards animate toward the user’s balance, providing satisfying feedback.

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1st Mission Completed

The mission switches to a completed state with a minimized display. A layer of snow is also removed from the character as visual feedback.

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All Missions Are Completed!

The character is fully revealed as all missions are completed. The snow has been cleared layer by layer with each mission, visualizing player progress.

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Completion Popup

Displays the character with a celebratory message and a summary of all earned rewards.

Half Tile Component

A new size of tile in the game. helps to reduce spacing, for a smaller amount of rewards.

Final Outcome

Performance & Impact

The first version of the winter skin went live and delivered strong results. It led to an increase in Bingo rounds per player and boosted gem revenue.

To further improve the experience, we optimized the mission sizes, allowing more missions to appear on the screen without requiring the user to scroll.

Key Takeaways

Next Steps

After building the core components, the next step is to extend this structure for future features, across different visual themes and gameplay formats.

For example: rolling missions, stage-based missions, and more.

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