LILA GAME

LILA GAME

LILA GAME

LILA GAME

India’s First Course Aggregator Marketplace

India’s First Course Aggregator Marketplace

India’s First Course Aggregator Marketplace

India’s First Course Aggregator Marketplace

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 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

A design opportunity from Lila Games

Type

Marketplace

My Role

Product Designer

Responsibilities

Research, IA, Flows, UI, Visual System

Origin

A design opportunity from Lila Games

Type

Marketplace

My Role

Product Designer

Responsibilities

Research, IA, Flows, UI, Visual System

Origin

A design opportunity from Lila Games

Type

Marketplace

My Role

Product Designer

Responsibilities

Research, IA, Flows, UI, Visual System

Origin

A design opportunity from Lila Games

Type

Marketplace

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 hundred tiers on screen.
And no reason to care about any of them.

A hundred tiers on screen.
And no reason to care about any of them.

Every platform sold courses. None helped you choose.

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.

Indian EdTech had no shortage of courses — but every platform only sold its own. Students researching a single skill opened five to six websites, compared prices in spreadsheets, and still couldn't tell which course was genuinely better. The cost of choosing wrong was ₹15,000 to ₹30,000 per decision.

Indian EdTech had no shortage of courses — but every platform only sold its own. Students researching a single skill opened five to six websites, compared prices in spreadsheets, and still couldn’t tell which course was genuinely better. The cost of choosing wrong was ₹15,000 to ₹30,000 per decision.

Indian EdTech had no shortage of courses — but every platform only sold its own. Students researching a single skill opened five to six websites, compared prices in spreadsheets, and still couldn’t tell which course was genuinely better. The cost of choosing wrong was ₹15,000 to ₹30,000 per decision.

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.

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.

I didn't start designing.
I started studying what already works.

I didn't start designing.
I started studying what already works.

We didn't start designing. We started listening.

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.

12 indirect interviews, 15+ platform audits, and a team brainstorm that challenged every assumption. The research wasn't about confirming the idea — it was about finding out if the problem was even real.

12 indirect interviews, 15+ platform audits, and a team brainstorm that challenged every assumption. The research wasn’t about confirming the idea — it was about finding out if the problem was even real.

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.

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 -

Approach

Research gave me the answers.
This is what I built with them.

Research gave me the answers.
This is what I built with them.

Research gave me the answers.
This is what I built with them.

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 us five principles. This section is what we did with them — the structural rules that locked every sitemap, navigation, and user flow that followed. None are decorative. Every one traces back to a research insight.

Research gave us five principles. This section is what we did with them — the structural rules that locked every sitemap, navigation, and user flow that followed. None are decorative. Every one traces back to a research insight.

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.

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.

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.

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04 -

Solution

Six screens.
One system that holds together.

Six screens.
One system that holds together.

Six screens.
One system that holds together.

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.

Everything shipped from a single Figma file — a public marketplace for learners and an internal admin dashboard for EdTech operations. Both built on the same design system, designed across desktop, tablet, and mobile.

Everything shipped from a single Figma file — a public marketplace for learners and an internal admin dashboard for EdTech operations. Both built on the same design system, designed across desktop, tablet, and mobile.

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.

No install numbers.
Just a system that answers its own hardest questions.

No install numbers.
Just a system that answers its own hardest questions.

The numbers did the talking.

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.

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.

The system holds.
Now it has to move.

The system holds.
Now it has to move.

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.

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

What I'd push further

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

Tradeoffs

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

Lessons

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.

Got Something Brewing?

© 2026 Sumit Darji. Designed and built by me.

Got Something Brewing?

© 2026 Sumit Darji. Designed and built by me.

Got Something Brewing?

© 2026 Sumit Darji. Designed and built by me.

Got Something Brewing?

© 2026 Sumit Darji. Designed and built by me.