top of page

Paladins: Progression System

Programs used:
Figma, Adobe Photoshop/Illustrator/AE, UE3, Blender

maxresdefault_edited.jpg

Old

New

problem:

  • The original 8 week quest system design had been built when the team was a lot bigger, and at one point needed to be removed due to an inability for the team to keep up with releasing it in a state satisfying for the users

  • A lot of Game Designer time was being set to set up our 8 week trial system, a big reason for this redesign was to help lighten the tech debt while making the experience more enjoyable for the players

pain points:

  • The back end system had a lot of botique code that made it rigid to update. The design had to be very friendly with the code base from the get go for us to get the feature out on time

  • We had 2 questing systems at this point, our daily quests and our 8 week "Trials" journey. It had been proven that the same people interacting with one system were rarely interacting with both.

hypothesis:

To help keep the system stable and in scope we needed to find ways of lowering the time developers were in the configuration system defining individual tasks and timers. Automation and thoughtful design should allow us to reduce the internal stress while not reducing user delight.

research phase insights:

  • We set out a survey to see why those who constantly did their daily quests did not interact with the longer Trials system. Thru those we confirmed that this was mostly due to the paint points of 1: knowing what trial they could do once they entered a round, 2: how far they had progressed on that trial, and 3: Really disliking character based asks

  • In these studies we also discovered that most didn't even look at their daily quests, they were just normally completed while progressing the Trials. This reiterated that those who simply seemed to just be doing daily quests were probably also not looking to see what they were during a session

Teamwork and Collaboration

Implementation and Testing:

  • With only 1 designer (me) and 1 developer on the task we had to be transparent and communication. Communication and visibility were critical because many of my visual designs were completely out of scope technically.

  • We also decided at this point to use tech from one of the existing systems to help expedite our goals. But to do that we had to be clear with stakeholders it would not be saving any development time. The scope was still within our given time, but by using old tech in one area we had to update it into an area of the product that had never had it.

Daily Quests

Trials

Lore

  • We started by using our standard pagation to reorganize the 2 systems together

  • Thru testing I was also able to confirm my hunch that the use of 2 different names were proving confusing to players. So I put Daily Quests under the Trials page, however on the popup that tracked both systems I renamed it "Activities" which would be a hub to keep track of all a players progress in one place.

image.png

However this came with a large hurdle that me and my developer had to figure out thru many personal talks. What would be a good UX solution was impossible to do in our timeframe, and what the programmer could come up with was not good UX. 

This was when being an artist used to working creatively came in handy.

  • Tooltips ended up being the answer. With the extra room animating a tooltip provided me within the limited space, I was able to get all the data info in that the game designers wanted. If at a short character count. (they were warned!)

  • With this solution, we could simply add an animation trigger and it would make it look like the tech was doing way more than it actually was under the surface.

results:

After the new feature was activated there was a 70% decrease of tracked Game Developer and QA time, as well as an ~3% increase of user logins over the next 2 weeks.

conclusion:

After the post mortem meeting, we felt very good at how the reception had gone. Overall it was a success and provided the goal of reducing tech debt. Personally I was also greatful for a second chance to improve the UI of the original to feel more true to the game while updated to current cleaner trends.

Kam Seidl 2025

bottom of page