LILA GAME
LILA GAME
LILA GAME
LILA GAME
A 90-Day Seasonal Battle Pass System
A 90 day season. 150 tiers. Three tracks. I designed the full progression system for a mobile shooter, then went back and rebuilt it the way it should have been done the first time. Researched. Reasoned. Nothing left to chance.
A 90 day season. 150 tiers. Three tracks. I designed the full progression system for a mobile shooter, then went back and rebuilt it the way it should have been done the first time. Researched. Reasoned. Nothing left to chance.

A. Context
My Role
Product Designer
Responsibilities
Research, IA, Flows, UI, Visual System
Origin
Take-home assessment for Lila Games
Type
Battle Pass
My Role
Product Designer
Responsibilities
Research, IA, Flows, UI, Visual System
Origin
Take-home assessment for Lila Games
Type
Battle Pass
My Role
Product Designer
Responsibilities
Research, IA, Flows, UI, Visual System
Origin
Take-home assessment for Lila Games
Type
Battle Pass
My Role
Product Designer
Responsibilities
Research, IA, Flows, UI, Visual System
Origin
Take-home assessment for Lila Games
Type
Battle Pass
B. Highlight's
THE SCALE PROBLEM
A hundred tiers, one screen
Show them all and it overwhelms. Hide them and the player loses the map. The system has to hold both at once.
THE CLARITY PROBLEM
Three tracks, no squinting
Free, Premium, Premium+. Most games lean on color and players still lose track. Identity had to be obvious before a single label is read.
THE ENGAGEMENT PROBLEM
A story that pulls you in
A pass without a reason to care is a grind with better art. The story had to invite players in, not sit locked behind progress.
THE SCALE PROBLEM
A hundred tiers, one screen
Show them all and it overwhelms. Hide them and the player loses the map. The system has to hold both at once.
THE CLARITY PROBLEM
Three tracks, no squinting
Free, Premium, Premium+. Most games lean on color and players still lose track. Identity had to be obvious before a single label is read.
THE ENGAGEMENT PROBLEM
A story that pulls you in
A pass without a reason to care is a grind with better art. The story had to invite players in, not sit locked behind progress.
THE SCALE PROBLEM
A hundred tiers, one screen
Show them all and it overwhelms. Hide them and the player loses the map. The system has to hold both at once.
THE CLARITY PROBLEM
Three tracks, no squinting
Free, Premium, Premium+. Most games lean on color and players still lose track. Identity had to be obvious before a single label is read.
THE ENGAGEMENT PROBLEM
A story that pulls you in
A pass without a reason to care is a grind with better art. The story had to invite players in, not sit locked behind progress.
THE SCALE PROBLEM
A hundred tiers, one screen
Show them all and it overwhelms. Hide them and the player loses the map. The system has to hold both at once.
THE CLARITY PROBLEM
Three tracks, no squinting
Free, Premium, Premium+. Most games lean on color and players still lose track. Identity had to be obvious before a single label is read.
THE ENGAGEMENT PROBLEM
A story that pulls you in
A pass without a reason to care is a grind with better art. The story had to invite players in, not sit locked behind progress.
01 -
Problem
A hundred tiers on screen. And no reason to care about any of them.
A battle pass lives or dies on one feeling. Do I know where I am, and do I want what comes next. Most systems get one part of that right and let the rest slide. The player is left to do the work the design should have done.
A hundred tiers on screen. And no reason to care about any of them.
A battle pass lives or dies on one feeling. Do I know where I am, and do I want what comes next. Most systems get one part of that right and let the rest slide. The player is left to do the work the design should have done.
A hundred tiers on screen. And no reason to care about any of them.
A battle pass lives or dies on one feeling. Do I know where I am, and do I want what comes next. Most systems get one part of that right and let the rest slide. The player is left to do the work the design should have done.
A hundred tiers on screen. And no reason to care about any of them.
A battle pass lives or dies on one feeling. Do I know where I am, and do I want what comes next. Most systems get one part of that right and let the rest slide. The player is left to do the work the design should have done.
01
The player cannot see the journey
A hundred tiers thrown on one screen is noise. You scroll, you see everything, you understand nothing. No sense of where you are or how far is left.
01
The player cannot see the journey
A hundred tiers thrown on one screen is noise. You scroll, you see everything, you understand nothing. No sense of where you are or how far is left.
01
The player cannot see the journey
A hundred tiers thrown on one screen is noise. You scroll, you see everything, you understand nothing. No sense of where you are or how far is left.
01
The player cannot see the journey
A hundred tiers thrown on one screen is noise. You scroll, you see everything, you understand nothing. No sense of where you are or how far is left.
02
Three tracks blur into one
Free, Premium, Premium+ stacked with only color to separate them. The player has to work to know what they own and what they are missing. Effort where there should be instinct.
02
Three tracks blur into one
Free, Premium, Premium+ stacked with only color to separate them. The player has to work to know what they own and what they are missing. Effort where there should be instinct.
02
Three tracks blur into one
Free, Premium, Premium+ stacked with only color to separate them. The player has to work to know what they own and what they are missing. Effort where there should be instinct.
02
Three tracks blur into one
Free, Premium, Premium+ stacked with only color to separate them. The player has to work to know what they own and what they are missing. Effort where there should be instinct.
03
Progress without a story is just grind
Climbing tiers for the sake of climbing gets old fast. With nothing to care about underneath, the reward loop runs dry long before the season ends.
03
Progress without a story is just grind
Climbing tiers for the sake of climbing gets old fast. With nothing to care about underneath, the reward loop runs dry long before the season ends.
03
Progress without a story is just grind
Climbing tiers for the sake of climbing gets old fast. With nothing to care about underneath, the reward loop runs dry long before the season ends.
03
Progress without a story is just grind
Climbing tiers for the sake of climbing gets old fast. With nothing to care about underneath, the reward loop runs dry long before the season ends.
02 -
Research
I didn't start designing. I started studying what already works.
Two of the most played mobile shooters in the world already solved pieces of this. COD Mobile and BGMI are played by millions who know exactly how a battle pass should feel. Breaking that muscle memory for the sake of being different would not be bold. It would be careless. So I studied both before I drew a single screen.
I didn't start designing. I started studying what already works.
Two of the most played mobile shooters in the world already solved pieces of this. COD Mobile and BGMI are played by millions who know exactly how a battle pass should feel. Breaking that muscle memory for the sake of being different would not be bold. It would be careless. So I studied both before I drew a single screen.
I didn't start designing. I started studying what already works.
Two of the most played mobile shooters in the world already solved pieces of this. COD Mobile and BGMI are played by millions who know exactly how a battle pass should feel. Breaking that muscle memory for the sake of being different would not be bold. It would be careless. So I studied both before I drew a single screen.
I didn't start designing. I started studying what already works.
Two of the most played mobile shooters in the world already solved pieces of this. COD Mobile and BGMI are played by millions who know exactly how a battle pass should feel. Breaking that muscle memory for the sake of being different would not be bold. It would be careless. So I studied both before I drew a single screen.
A. The Process
1. Battle Pass
The hub where players see every tier, track, and reward in one view.
2. Mission
3. Reward Claim
4. Upgrade Pass
5. Tier Skip
6. Comic

1. Battle Pass
2. Mission
3. Reward Claim
4. Upgrade Pass
5. Tier Skip
6. Comic

1. Battle Pass
2. Mission
3. Reward Claim
4. Upgrade Pass
5. Tier Skip
6. Comic

B. Key Finding's
01
COD solved scale
Grouped tiers and expand on tap let a hundred rewards breathe. The player never sees the whole wall at once, only the part that matters now. Scale stopped being noise.
01
COD solved scale
Grouped tiers and expand on tap let a hundred rewards breathe. The player never sees the whole wall at once, only the part that matters now. Scale stopped being noise.
01
COD solved scale
Grouped tiers and expand on tap let a hundred rewards breathe. The player never sees the whole wall at once, only the part that matters now. Scale stopped being noise.
02
BGMI solved clarity
One row per track. Position carries the meaning, not color, not icons. Free on top, premium below. You understand it before you read it.
02
BGMI solved clarity
One row per track. Position carries the meaning, not color, not icons. Free on top, premium below. You understand it before you read it.
02
BGMI solved clarity
One row per track. Position carries the meaning, not color, not icons. Free on top, premium below. You understand it before you read it.
03
Neither solved both
Each game nailed its half and lived with the other. The opening was obvious. Take what each proved, and build the system that does both at once.
03
Neither solved both
Each game nailed its half and lived with the other. The opening was obvious. Take what each proved, and build the system that does both at once.
03
Neither solved both
Each game nailed its half and lived with the other. The opening was obvious. Take what each proved, and build the system that does both at once.
03 -
Approach
Research gave me the answers. This is what I built with them.
Every decision here traces back to something I saw in COD or BGMI. None of it is decorative. These are the rules that locked every screen, flow, and layout that followed.
Research gave me the answers. This is what I built with them.
Every decision here traces back to something I saw in COD or BGMI. None of it is decorative. These are the rules that locked every screen, flow, and layout that followed.
Research gave me the answers. This is what I built with them.
Every decision here traces back to something I saw in COD or BGMI. None of it is decorative. These are the rules that locked every screen, flow, and layout that followed.
Research gave me the answers. This is what I built with them.
Every decision here traces back to something I saw in COD or BGMI. None of it is decorative. These are the rules that locked every screen, flow, and layout that followed.
01
Take the best of both, not one
COD solved scale, BGMI solved clarity. The design combines them instead of choosing. Five tiers in view at a time, three rows for three tracks. Both problems handled at once.
01
Take the best of both, not one
COD solved scale, BGMI solved clarity. The design combines them instead of choosing. Five tiers in view at a time, three rows for three tracks. Both problems handled at once.
01
Take the best of both, not one
COD solved scale, BGMI solved clarity. The design combines them instead of choosing. Five tiers in view at a time, three rows for three tracks. Both problems handled at once.
01
Take the best of both, not one
COD solved scale, BGMI solved clarity. The design combines them instead of choosing. Five tiers in view at a time, three rows for three tracks. Both problems handled at once.
02
Track identity through position
Free on top, Premium below, Premium+ under that. The row tells you the track before any color or label does. Read nothing, understand everything.
02
Track identity through position
Free on top, Premium below, Premium+ under that. The row tells you the track before any color or label does. Read nothing, understand everything.
02
Track identity through position
Free on top, Premium below, Premium+ under that. The row tells you the track before any color or label does. Read nothing, understand everything.
02
Track identity through position
Free on top, Premium below, Premium+ under that. The row tells you the track before any color or label does. Read nothing, understand everything.
03
Build on habit, not novelty
Millions already know how these systems work. The design honors that muscle memory instead of fighting it. Familiar where it should be, better where it matters.
03
Build on habit, not novelty
Millions already know how these systems work. The design honors that muscle memory instead of fighting it. Familiar where it should be, better where it matters.
03
Build on habit, not novelty
Millions already know how these systems work. The design honors that muscle memory instead of fighting it. Familiar where it should be, better where it matters.
03
Build on habit, not novelty
Millions already know how these systems work. The design honors that muscle memory instead of fighting it. Familiar where it should be, better where it matters.
04
Story open from day one
The comic is the first thing a player can reach, not a reward locked behind tiers. Attachment comes before the grind, so the grind means something.
04
Story open from day one
The comic is the first thing a player can reach, not a reward locked behind tiers. Attachment comes before the grind, so the grind means something.
04
Story open from day one
The comic is the first thing a player can reach, not a reward locked behind tiers. Attachment comes before the grind, so the grind means something.
04
Story open from day one
The comic is the first thing a player can reach, not a reward locked behind tiers. Attachment comes before the grind, so the grind means something.
05
Every screen answers one question
A player should never wonder where they are or what to do next. Each screen has a single job and does it without noise.
05
Every screen answers one question
A player should never wonder where they are or what to do next. Each screen has a single job and does it without noise.
05
Every screen answers one question
A player should never wonder where they are or what to do next. Each screen has a single job and does it without noise.
05
Every screen answers one question
A player should never wonder where they are or what to do next. Each screen has a single job and does it without noise.

04 -
Solution
Six screens. One system that holds together.
Every screen came from a decision, and every decision came from research. Here is what each one solves and why it looks the way it does.
Six screens. One system that holds together.
Every screen came from a decision, and every decision came from research. Here is what each one solves and why it looks the way it does.
Six screens. One system that holds together.
Every screen came from a decision, and every decision came from research. Here is what each one solves and why it looks the way it does.
Six screens. One system that holds together.
Every screen came from a decision, and every decision came from research. Here is what each one solves and why it looks the way it does.
01 -
Screen
Battle Pass Hub
The spine of the whole system. Five tiers in view at once, three rows for three tracks, and a best reward column that always shows something worth chasing. Scale and clarity, solved in one layout.
01 -
Screen
Battle Pass Hub
The spine of the whole system. Five tiers in view at once, three rows for three tracks, and a best reward column that always shows something worth chasing. Scale and clarity, solved in one layout.
01 -
Screen
Battle Pass Hub
The spine of the whole system. Five tiers in view at once, three rows for three tracks, and a best reward column that always shows something worth chasing. Scale and clarity, solved in one layout.
01 -
Screen
Battle Pass Hub
The spine of the whole system. Five tiers in view at once, three rows for three tracks, and a best reward column that always shows something worth chasing. Scale and clarity, solved in one layout.

02 -
Screen
Mission Screen
Daily and weekly tabs, nothing more. Each mission shows its reward, its progress, and a single button. GO takes you into the game mode. CLAIM collects when you are done. No decision left hanging.
02 -
Screen
Mission Screen
Daily and weekly tabs, nothing more. Each mission shows its reward, its progress, and a single button. GO takes you into the game mode. CLAIM collects when you are done. No decision left hanging.
02 -
Screen
Mission Screen
Daily and weekly tabs, nothing more. Each mission shows its reward, its progress, and a single button. GO takes you into the game mode. CLAIM collects when you are done. No decision left hanging.
02 -
Screen
Mission Screen
Daily and weekly tabs, nothing more. Each mission shows its reward, its progress, and a single button. GO takes you into the game mode. CLAIM collects when you are done. No decision left hanging.

03 -
Screen
Reward Claim
One reward, full screen, its own moment. The claim is isolated so even a small item feels earned. The upsell comes after, never before, so value lands before the ask.
03 -
Screen
Reward Claim
One reward, full screen, its own moment. The claim is isolated so even a small item feels earned. The upsell comes after, never before, so value lands before the ask.
03 -
Screen
Reward Claim
One reward, full screen, its own moment. The claim is isolated so even a small item feels earned. The upsell comes after, never before, so value lands before the ask.
03 -
Screen
Reward Claim
One reward, full screen, its own moment. The claim is isolated so even a small item feels earned. The upsell comes after, never before, so value lands before the ask.

04 -
Screen
Upgrade Pass
Premium and Premium+ shown with the character wearing the best of each. You are not reading a list of perks, you are looking at what you could become. The aspiration does the selling.
04 -
Screen
Upgrade Pass
Premium and Premium+ shown with the character wearing the best of each. You are not reading a list of perks, you are looking at what you could become. The aspiration does the selling.
04 -
Screen
Upgrade Pass
Premium and Premium+ shown with the character wearing the best of each. You are not reading a list of perks, you are looking at what you could become. The aspiration does the selling.
04 -
Screen
Upgrade Pass
Premium and Premium+ shown with the character wearing the best of each. You are not reading a list of perks, you are looking at what you could become. The aspiration does the selling.

05 -
Screen
Tier Skip
For players who want to move faster. Pick how many tiers to jump, see exactly what unlocks, confirm. If the currency runs short, the shop is one tap away. No dead ends.
05 -
Screen
Tier Skip
For players who want to move faster. Pick how many tiers to jump, see exactly what unlocks, confirm. If the currency runs short, the shop is one tap away. No dead ends.
05 -
Screen
Tier Skip
For players who want to move faster. Pick how many tiers to jump, see exactly what unlocks, confirm. If the currency runs short, the shop is one tap away. No dead ends.
05 -
Screen
Tier Skip
For players who want to move faster. Pick how many tiers to jump, see exactly what unlocks, confirm. If the currency runs short, the shop is one tap away. No dead ends.

06 -
Screen
Comic
The season story, open from day one. Black and white panels, a full arc from insertion to aftermath. This is where the grind earns its meaning.
06 -
Screen
Comic
The season story, open from day one. Black and white panels, a full arc from insertion to aftermath. This is where the grind earns its meaning.
06 -
Screen
Comic
The season story, open from day one. Black and white panels, a full arc from insertion to aftermath. This is where the grind earns its meaning.
06 -
Screen
Comic
The season story, open from day one. Black and white panels, a full arc from insertion to aftermath. This is where the grind earns its meaning.

05 -
Outcome
No install numbers. Just a system that answers its own hardest questions.
This was built to be right, and right is something you can reason your way to. The design opened with three problems no single battle pass solves at once. Here is how the final system closed each one.
No install numbers. Just a system that answers its own hardest questions.
This was built to be right, and right is something you can reason your way to. The design opened with three problems no single battle pass solves at once. Here is how the final system closed each one.
No install numbers. Just a system that answers its own hardest questions.
This was built to be right, and right is something you can reason your way to. The design opened with three problems no single battle pass solves at once. Here is how the final system closed each one.
No install numbers. Just a system that answers its own hardest questions.
This was built to be right, and right is something you can reason your way to. The design opened with three problems no single battle pass solves at once. Here is how the final system closed each one.
01
Scale, solved
Five tiers in view instead of a wall of a hundred. A continuous scroll the player can actually read, and a best reward column that always points to what is worth chasing next.
02
Clarity, solved
Three rows, one per track. Free on top, Premium below, Premium+ under that. Position carries the meaning. One glance and you know exactly where you stand.
03
Engagement, solved
The comic opens on day one. Players meet the season before they climb it, so by the time the grind begins, there is already a reason to care.
01
Scale, solved
Five tiers in view instead of a wall of a hundred. A continuous scroll the player can actually read, and a best reward column that always points to what is worth chasing next.
02
Clarity, solved
Three rows, one per track. Free on top, Premium below, Premium+ under that. Position carries the meaning. One glance and you know exactly where you stand.
03
Engagement, solved
The comic opens on day one. Players meet the season before they climb it, so by the time the grind begins, there is already a reason to care.
01
Scale, solved
Five tiers in view instead of a wall of a hundred. A continuous scroll the player can actually read, and a best reward column that always points to what is worth chasing next.
02
Clarity, solved
Three rows, one per track. Free on top, Premium below, Premium+ under that. Position carries the meaning. One glance and you know exactly where you stand.
03
Engagement, solved
The comic opens on day one. Players meet the season before they climb it, so by the time the grind begins, there is already a reason to care.
01
Scale, solved
Five tiers in view instead of a wall of a hundred. A continuous scroll the player can actually read, and a best reward column that always points to what is worth chasing next.
02
Clarity, solved
Three rows, one per track. Free on top, Premium below, Premium+ under that. Position carries the meaning. One glance and you know exactly where you stand.
03
Engagement, solved
The comic opens on day one. Players meet the season before they climb it, so by the time the grind begins, there is already a reason to care.
06 -
Retrospective
The system holds. Now it has to move.
Everything so far lives on screens and in logic. Every tier, track, and flow is reasoned and in place. What comes next is the layer that turns a sound system into a felt one. A battle pass is not just seen, it is experienced, and experience is where design either lands or falls flat.
The system holds. Now it has to move.
Everything so far lives on screens and in logic. Every tier, track, and flow is reasoned and in place. What comes next is the layer that turns a sound system into a felt one. A battle pass is not just seen, it is experienced, and experience is where design either lands or falls flat.
The system holds. Now it has to move.
Everything so far lives on screens and in logic. Every tier, track, and flow is reasoned and in place. What comes next is the layer that turns a sound system into a felt one. A battle pass is not just seen, it is experienced, and experience is where design either lands or falls flat.
The system holds. Now it has to move.
Everything so far lives on screens and in logic. Every tier, track, and flow is reasoned and in place. What comes next is the layer that turns a sound system into a felt one. A battle pass is not just seen, it is experienced, and experience is where design either lands or falls flat.
What I'd push further
The screens answer where am I and what is next. The next step is making progress feel like progress. A tier unlock should hit like a reward, not read like a state change. That is motion, timing, weight, the things static frames cannot carry.
What I'd push further
The screens answer where am I and what is next. The next step is making progress feel like progress. A tier unlock should hit like a reward, not read like a state change. That is motion, timing, weight, the things static frames cannot carry.
What I'd push further
The screens answer where am I and what is next. The next step is making progress feel like progress. A tier unlock should hit like a reward, not read like a state change. That is motion, timing, weight, the things static frames cannot carry.
What I'd push further
The screens answer where am I and what is next. The next step is making progress feel like progress. A tier unlock should hit like a reward, not read like a state change. That is motion, timing, weight, the things static frames cannot carry.
Tradeoffs
The design leans on COD and BGMI conventions instead of inventing a new language. Familiar was the right call for players who already know how these systems work. It plays to habit over surprise, and for a system this dense, habit is what keeps a player oriented.
Tradeoffs
The design leans on COD and BGMI conventions instead of inventing a new language. Familiar was the right call for players who already know how these systems work. It plays to habit over surprise, and for a system this dense, habit is what keeps a player oriented.
Tradeoffs
The design leans on COD and BGMI conventions instead of inventing a new language. Familiar was the right call for players who already know how these systems work. It plays to habit over surprise, and for a system this dense, habit is what keeps a player oriented.
Tradeoffs
The design leans on COD and BGMI conventions instead of inventing a new language. Familiar was the right call for players who already know how these systems work. It plays to habit over surprise, and for a system this dense, habit is what keeps a player oriented.
Lessons
A layout can be correct and still feel lifeless. The grid solves scale, the rows solve clarity, the comic solves reason. But the feeling of climbing, the pull to open the pass one more time, comes from how it all moves. That is the part still waiting to be built.
Lessons
A layout can be correct and still feel lifeless. The grid solves scale, the rows solve clarity, the comic solves reason. But the feeling of climbing, the pull to open the pass one more time, comes from how it all moves. That is the part still waiting to be built.
Lessons
A layout can be correct and still feel lifeless. The grid solves scale, the rows solve clarity, the comic solves reason. But the feeling of climbing, the pull to open the pass one more time, comes from how it all moves. That is the part still waiting to be built.
Lessons
A layout can be correct and still feel lifeless. The grid solves scale, the rows solve clarity, the comic solves reason. But the feeling of climbing, the pull to open the pass one more time, comes from how it all moves. That is the part still waiting to be built.