Designing for Engagement

​Elevating Player Engagement and Revenue in Rival Stars Horse Racing Through Strategic Event Design

Workshopping

Prototyping

User Tests

Overview

Project Aim & Challenge

Rival Stars Horse Racing has a dedicated player base engaged in competitive events, but 55% of players remained disengaged from PvP modes.

This project aimed to create a non-competitive, community-driven event to attract a broader player base, encourage completion-focused play, and foster inclusivity.

Release Impact

Revenue

$55,000 USD Initial Revenue
23% Increase in In App Conversaion rates
Ongoing revenue of 7k for standard and 22-25k for special events

User Sentiment

Community feedback highlighted increased engagement and enthusiasm for future events.

Diagram 1.0 - Process Overview & My Contributions

Iteration One (4 weeks)

Aiming to quickly validate our hypothesis, we took inspiration from other games and ideation to generate our solution.

Iteration Two (8 weeks)

Using our existing event due to it's success, we iterated to include more monetisation aspects and improve the UI.

Release One: Testing Our Hypothesis

Iteration one was our initial implimentation aiming to test if an event dedicated to non-competitive players would attract a broader player base, encourage completion-focused play, and foster inclusivity.

Final Release

Video 1.0 - Hub to Onboarding

Video 1.1 - Hub to Onboarding

Video 1.2 - Event Completed & Reward Collection

User Experience & Flow

Diagram 1.1 - Event Home

Diagram 1.2 - User Flow

Impact Snapshot

Key Metrics

37.46% increase in average spending per user, primarily from purchases of gold packs for premium breeds.


This contributed to an estimated $12k revenue from premium breeds alone, with a total economic impact of around $24k.

Player Sentiment

Players felt the event was a nice change and refreshing compared to the existing schedule.

‍Overall we saw  enggement within the community - players loved to share their progress and resulting horses from the event

"Finally finished Foaling Season, here's a few cute babies from the event, only kept a handful of them"
"I have finished foaling season! Here are some of thefillies and colts I bred!"
"Just finished
I love the foaling season events"
"Looking forward to seeing what this new Foaling Season event is like starting tomorrow"

Seeing the positive community engagement was really fulfilling, it's rare as a UX designer to have such a passionate and vocal audience around your product.

Learnings/Future Changes

The positive correlation between milestone achievements and increased spending suggested that extending event duration and exposure, could further boost participation and revenue.


Additionally players wanted more diverse tasks and goals from the events.

Release Two: Adding Monetization Layers

Aim: Due to the success of the initial release, we wanted to iterate on this to support a new game mode and create more monetization opportunities.

New Requirements

Race pass and locked rewards - An IAP (In-app purchase) allowing players access to premium rewards and double points for the duration of the event.

Event Boosts - Additional purchases with in-app currency (gold) that offer a variety of benefits for event progression.

Wireframes

We combined Foaling Season with an existing paradigm of tabbed navigation from the game market to create the following mockups.

This paradigm allowed more screen real-estate to display tasks and key art.

Diagram 1.3 - Event Wireframes

Diagram 1.4 - Reward Track Changes

User Testing

We tested 5 existing players varying in game progress and spending behavior.

We tested with existing players as they already built a mental model around Foaling Season and these events were locked to new players.

Prototype

For the prototype I put together a high fidelity Figma prototype with the following goals:

We made iterative changes to the prototype during the tests when we started to see patterns emerging.

Iterating between tests enabled us to understand the impacts of our changes.

Diagram 1.4 Before Testing

Diagram 1.5 After Testing

High level UI/UX Summary

Players were able to navigate the limited time event with ease, observing the reward track and the items to unlock.

General Sentiment

Overall the Foaling Season event is positively viewed, mainly for the opportunity to earn new or exclusive horse coats.

Players also appreciate advance notices about the event within the community, which helps them prepare by saving items, gold and silver.

Final Implimentation

Onboarding/Event Hub

On boarding was the same structure as Foaling Season, however, had different content and character to reflect the Steeplechase Theme.

Boosts and Racepass Purchased

Now that we had boosts that affected the event, we had to have different states for player feedback when purchased e.g. gold animated bar when 2x points were active.

Release Impact

Community Response

"Finally, finished the event, I got the new horse.
Steeplechase Stars Event"
"I don’t normally pay to play... but the gold from this event bought me 2 much-needed stalls, so the expense was worth it to me"
"Much less of a grind this time, thankfully. I wasn't planning on buying the pass until I saw your changes to points."
"Steeplechase Event Complete! Also, got both horses."

Learnings and Future Changes

Continued Success

Since launching Limited Time Events (LTEs), they have become a cornerstone of our product strategy, evolving into a key driver of player engagement, content delivery, and revenue growth.

LTEs are now a core pillar of engagement, monetization, and content strategy -
turning events into lasting value.

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