In-Game Shop for Tanbii

In-Game Shop for Tanbii

In-Game Shop for Tanbii

Designing an in-game shop, prototyping usability and monetization systems!

Designing an in-game shop, prototyping usability and monetization systems!

Designing an in-game shop, prototyping usability and monetization systems!

About

About

About

My time at Tanbii for a summer 3 month internship, the team was tasked to develop a prototype for the in-game shop that addresses ways to integrate monetization. With initiative taken the team I was in discussed ways to incorporate current monetization strategies built from the current game mechanics, deciding the game's need for a restructured economy system for the shop to be more effective.

My time at Tanbii for a summer 3 month internship, the team was tasked to develop a prototype for the in-game shop that addresses ways to integrate monetization. With initiative taken the team I was in discussed ways to incorporate current monetization strategies built from the current game mechanics, deciding the game's need for a restructured economy system for the shop to be more effective.

My time at Tanbii for a summer 3 month internship, the team was tasked to develop a prototype for the in-game shop that addresses ways to integrate monetization. With initiative taken the team I was in discussed ways to incorporate current monetization strategies built from the current game mechanics, deciding the game's need for a restructured economy system for the shop to be more effective.

Timeline

Timeline

Timeline

5 Weeks

5 Weeks

5 Weeks

Role

Role

Role

UX & UI Designer

UX & UI Designer

UX & UI Designer

Tools

Tools

Tools

Figma

Figma

Figma

Background

Tanbii is a resource management and battle based mobile game with emphasis on global sustainability. Featuring game mechanics in which player progression can contribute to real world tree planting services in places of need.

My position as a Game UX/UI Design Intern required me to collaborate on a variety of projects to create an in-game shop prototype and create monetization practices.

Identifying Pain Points

User Confusion

The overall design and user experience I broken down had strong confusion upon the user. With indirect pop-up locations, tab direction and flow, and especially the lack of features that create the basis for the user experience.

Weak Monetization Foundation

With the task to create an in-game shop myself and the team of interns all agreed we just start from the bottom up. By creating a new monetization and in-game resource system coming from the weak monetization foundation.

Lack of UX Growth

Lastly the lack of growth in the UX and UI department for the title removes the flexibility to add new ways to integrate features.

Initial Solution & Goals

How could we as a team create a efficient in-game shop with clear direction, alignment, and improvement to the current gameplay systems that prompts positive spending and fulfillment towards organization goals?

Goals

  • Create an overall engaging user experience

  • Help users advance their experience

  • Develop a monetization scheme

  • Reduce clutter and confusion for the user

Competitive Analysis

Cats & Soup

As a player myself I broke down Cats & Soup for its in-game shop and in-depth events. Going through their user experience to decide which was a good forward direction for Tanbii.

Clash of Clans

I took Clash of Clans and analyzed its resource management mechanics as the game presents itself as a base building game, similar to Tanbii! Going through progression flows and found much inspiration.

Sketching & Wireframes

In order to be efficient in creating the project I wanted to work with design sprints. Going based on my class schedule I broken down what sprints to be completed before hand throughout iterating on game portions towards completion.

Low Fidelity Wireframes

High Fidelity Mockups

After creating the competitive analysis we decided to stick with the current design of Tanbii, while presenting new design choices to keep consistency. Our goals forward was deciding ways to present the in-game shop effectively to communicate the flow and practices of the in-game shop.

In-Game Currency

In order to start creating the in-game shop the team found an existing issue in the current player currencies available to the player. That was ultimately causing confusion the the player and the team, so we adjusted the way the in-game currency could be handled in a new way.

Gold Coins

The new Friends menu enhances visibility of your friends' activity with indicators to their Game Chat status and if in docked or portable mode.

Gems

Chats are now available on the, featuring a new design that enables full text messaging with a friend or in group conversations.

Earth Coins

Game Chat now includes quick-access functionality within its social menu, separating itself during exisiting overlay during gameplay.

Roadblock: Top Interface

Lack of Growth

An initial roadblock to implement the new resources was the constrains the current UI had in its main interface. Specifically the top portion, taking more space than it should, but also lacked a needed improvement to balance.

Top Bar (Original)

Top Bar (Redesign)

The Solution: Reduce & Add

We decided to focus on the main resources allowing space for Gems, create space by reducing the player info. Introducing a circular progression bar and removal of the nameplate. Keeping all of the required information and having new possibilities for more.

Monetization Practices

To showcase how the reworks of the in-game resources and future implementation of shop use, the team have presented three ways the in-game shop could introduce monetization practices efficiently that is inspired from other titles.

The Exchange Shop

The exchange shop is a way to introduce the premium currency purpose to incentivize real world currency purchases within Tanbii. Players purchasing Gems gives them the use to exchange their currency for in-game resources (i.e. gold, metal, wood, etc.) to rapidly progress.

Limited-Time Incentives

To engage users in purchases introduce limited time incentives based on seasonal content, introductory rewards, or in-game events. Players will be rewarded for purchasing limited time bundles by being more cost and driving need.

Tanbii In-Game Shop Slide Showcase

Learnings

Navigating Scope Creep

During the initial brainstorming the team had many ideas in mind that expanded outside the scope of an in-game shop. This project taught me ways to navigate organizational goals and proper scoping necessity, only after completing the necessary goals we implemented and polished more features.

Effective Communication

Ineffective communication comes at a great cost on the project and the people involved, so aligning proper communication helped all of us. Creating grounds of understanding, keeping consistent updates, and regulating each other's frustrations as we all help each other achieve success.

Staying User Focus

Even though this project was in focus on organizational goals with monetization, the team and I always thought of the user first. As all of us being players we navigated through what a user may want in Tanbii that also aligned with the organizational needs. By understanding possible frustrations and flaws in the current designs we did not hesitate to give a proper experience.

More projects

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!

Got questions? Say hello, Ethan!

I’m always excited to collaborate on purposeful projects!