Flexible Quest



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.


Wireframe layouts showing different product requirements.
Research
Market Research
As part of the competitor analysis, I focused on:
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Layout structures
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Progression bar mechanics
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Multi-stage reward systems
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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.

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

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



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.




mission completed

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


User opens the feature

user Continue playing

Automatically claims rewards for the completed mission.


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

Display updated list with next available mission

User selects another mission

Final Mission Completion flow- fly to balance

All missions marked as completed, Success Popup.
Celebrate!

Recompilation Flow.
User Journey

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.

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

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

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

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.

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

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

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

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

Mission component includes: task goal and rewards.

Mission marked as completed.
Sketches

1st Mission Bar is Full
The mission bar is fully filled after user progress is tracked.

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

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

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.

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.

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.
