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.

Process Overview

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.

Game Home to Onboarding

On boarding was important for the event, this gave us an opportunity to teach and contextualize the event in the Rival Stars world with narrative flavour.

Tasks, Event Hub and Toasts

Event Completed/Reward Collection

Event Home Screen Breakdown

User Flow

Release Impact

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.

Community Response

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

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 suggests that strategic enhancements, such as extending event duration and exposure, could further boost participation and revenue.


Players wanted “more” from the event such as tasks/goals

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.

Event Home

Event Tasks

Event Pass

Reward Track Changes

1

Race Pass Branding

We needed clear visual communication that rewards were now locked behind the Race Pass

2

New Points System

Responding to feedback from Foaling Season, the event was longer in duration.

We changed how the points are displayed to focus on the immediate and achievable goal for the player which was frequently used in other games.

User Testing

Participants

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:

  • Race Pass Comprehension (UI States): Is this event easily navigable and clearly communicated?

  • Tasks and Points: Is the new reward track easy to understand?


  • General Sentiment: How do player feel about paying for a race pass, existing events, subscriptions etc.

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.

Before Testing

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.

  • Tasks and boosts: Information and functionality was easily understood by players.

  • Race Pass communication: Players had trouble with the communication around locked rewards and communication of Race Pass content which we iterated on during the tests.

  • Points System: There is uncertainty about whether the points needed for each reward will increase progressively (e.g., 100, 200, 300 points).

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

  • In-App Purchases (IAP): The design contributed to a 23% increase in IAP conversion rates, significantly influenced by the race pass.

  • Race Pass Sales: The race pass was particularly popular among repeat purchasers and subscribers, suggesting that the design was well-received by existing spenders.

  • $29,000 total revenue generated, an increase of $5,000 from the first Foaling Season, exceeding expectations

Community Response

Learnings and Future Changes

  • Collect All Button:
    Gives users the choice of collecting all rewards they have, minimizing any unnecessary clicking

  • Dual Reward Track:
    Dual reward tracks are common place and would be valuable to experiment with.

  • Live Event Hub:
    Investigate one place to put all of our events for better visibility

  • Conversion Strategies:
    While the race pass design successfully increased IAP conversions among certain user segments, the challenge remains to broaden its appeal to non-spenders.

    Future designs could incorporate more varied incentives or clearer value demonstrations to attract a wider audience.


  • Event Funnel Engagement:
    The low early funnel conversion rates for non-race pass holders indicate that the event progression design could be improved by integrating more frequent and tangible rewards to motivate continued player progression.

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.

  • Our regular event rotation now generates an average of $7,000 USD per week, maintaining consistent player participation and monetization.

  • Special seasonal events drive between $22,000 - $25,000 USD per week, significantly boosting engagement and excitement around new content.

  • LTEs have expanded to support new content types and mechanics, making them the primary way we introduce fresh gameplay experiences.

  • These events have also enabled us to create more seasonal content, celebrating global traditions, cultural moments, and our diverse player community.

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

Continue Reading

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Automation

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User Testing

Prototyping

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User Testing

Research

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