sorare

Building "Shards" a prospective gamified crafting feature for Sorare Rivals

As part of a recruitment process for Sorare, one of the leading football fantasy game unicorn/scale-up, I worked on a custom practical case to showcase my gamification expertise (48H).

Product Design

Hifi Prototyping

Gamification

sorare

Building "Shards" a prospective gamified crafting feature for Sorare Rivals

As part of a recruitment process for Sorare, one of the leading football fantasy game unicorn/scale-up, I worked on a custom practical case to showcase my gamification expertise (48H).

Product Design

Hifi Prototyping

Gamification

sorare

Building "Shards" a prospective gamified crafting feature for Sorare Rivals

As part of a recruitment process for Sorare, one of the leading football fantasy game unicorn/scale-up, I worked on a custom practical case to showcase my gamification expertise (48H).

Product Design

Hifi Prototyping

Gamification

sorare

Building "Shards" a prospective gamified crafting feature for Sorare Rivals

As part of a recruitment process for Sorare, one of the leading football fantasy game unicorn/scale-up, I worked on a custom practical case to showcase my gamification expertise (48H).

Product Design

Hifi Prototyping

Gamification

sorare

Building "Shards" a prospective gamified crafting feature for Sorare Rivals

As part of a recruitment process for Sorare, one of the leading football fantasy game unicorn/scale-up, I worked on a custom practical case to showcase my gamification expertise (48H).

Product Design

Hifi Prototyping

Gamification

Process

Putting my gamification expertise to fruition with a gamified crafting mechanics in 48H.

After having discussed with the recruiter @Sorare who sought my expertise in gamification was relevant, and who got interested in a feature I built from scratch for another company, Tailor, I was asked to work on a similar gamified feature called "Shards" for Sorare. I had 48h to built this feature and integrate it to the Sorare Rivals ecosystem. I led a strong lean UX/UI approach, with a focus on casual gamification. Key challenges included finding a way to introduce this feature in the current navigation, enabling meaningful touchpoints, working on catchy and informative empty states, while also implementing some gamification best practices (working with scarcity, lootboxes, adding some FOMO when needed, working on contextual tutorials and micro-interaction to convey complex concepts).

Hifi Prototype

This prototype was built as a demo, with a strong emphasis on concept rather than full systemization. I was given some assets that I realized needed a bit of work to be fully usable to built the UI appropriately. Some Figma hacks were also used to deliver within the allocated timeframe such as using GIF or other animation tricks. My purpose was to "sell" the concept rather than work towards a perfect implementation. Did you say hacker? Yes probably when it's needed! Design comes first!

Process

Putting my gamification expertise to fruition with a gamified crafting mechanics in 48H.

After having discussed with the recruiter @Sorare who sought my expertise in gamification was relevant, and who got interested in a feature I built from scratch for another company, Tailor, I was asked to work on a similar gamified feature called "Shards" for Sorare. I had 48h to built this feature and integrate it to the Sorare Rivals ecosystem. I led a strong lean UX/UI approach, with a focus on casual gamification. Key challenges included finding a way to introduce this feature in the current navigation, enabling meaningful touchpoints, working on catchy and informative empty states, while also implementing some gamification best practices (working with scarcity, lootboxes, adding some FOMO when needed, working on contextual tutorials and micro-interaction to convey complex concepts).

Hifi Prototype

This prototype was built as a demo, with a strong emphasis on concept rather than full systemization. I was given some assets that I realized needed a bit of work to be fully usable to built the UI appropriately. Some Figma hacks were also used to deliver within the allocated timeframe such as using GIF or other animation tricks. My purpose was to "sell" the concept rather than work towards a perfect implementation. Did you say hacker? Yes probably when it's needed! Design comes first!

Process

Putting my gamification expertise to fruition with a gamified crafting mechanics in 48H.

After having discussed with the recruiter @Sorare who sought my expertise in gamification was relevant, and who got interested in a feature I built from scratch for another company, Tailor, I was asked to work on a similar gamified feature called "Shards" for Sorare. I had 48h to built this feature and integrate it to the Sorare Rivals ecosystem. I led a strong lean UX/UI approach, with a focus on casual gamification. Key challenges included finding a way to introduce this feature in the current navigation, enabling meaningful touchpoints, working on catchy and informative empty states, while also implementing some gamification best practices (working with scarcity, lootboxes, adding some FOMO when needed, working on contextual tutorials and micro-interaction to convey complex concepts).

Hifi Prototype

This prototype was built as a demo, with a strong emphasis on concept rather than full systemization. I was given some assets that I realized needed a bit of work to be fully usable to built the UI appropriately. Some Figma hacks were also used to deliver within the allocated timeframe such as using GIF or other animation tricks. My purpose was to "sell" the concept rather than work towards a perfect implementation. Did you say hacker? Yes probably when it's needed! Design comes first!

Process

Putting my gamification expertise to fruition with a gamified crafting mechanics in 48H.

After having discussed with the recruiter @Sorare who sought my expertise in gamification was relevant, and who got interested in a feature I built from scratch for another company, Tailor, I was asked to work on a similar gamified feature called "Shards" for Sorare. I had 48h to built this feature and integrate it to the Sorare Rivals ecosystem. I led a strong lean UX/UI approach, with a focus on casual gamification. Key challenges included finding a way to introduce this feature in the current navigation, enabling meaningful touchpoints, working on catchy and informative empty states, while also implementing some gamification best practices (working with scarcity, lootboxes, adding some FOMO when needed, working on contextual tutorials and micro-interaction to convey complex concepts).

Hifi Prototype

This prototype was built as a demo, with a strong emphasis on concept rather than full systemization. I was given some assets that I realized needed a bit of work to be fully usable to built the UI appropriately. Some Figma hacks were also used to deliver within the allocated timeframe such as using GIF or other animation tricks. My purpose was to "sell" the concept rather than work towards a perfect implementation. Did you say hacker? Yes probably when it's needed! Design comes first!

Process

Putting my gamification expertise to fruition with a gamified crafting mechanics in 48H.

After having discussed with the recruiter @Sorare who sought my expertise in gamification was relevant, and who got interested in a feature I built from scratch for another company, Tailor, I was asked to work on a similar gamified feature called "Shards" for Sorare. I had 48h to built this feature and integrate it to the Sorare Rivals ecosystem. I led a strong lean UX/UI approach, with a focus on casual gamification. Key challenges included finding a way to introduce this feature in the current navigation, enabling meaningful touchpoints, working on catchy and informative empty states, while also implementing some gamification best practices (working with scarcity, lootboxes, adding some FOMO when needed, working on contextual tutorials and micro-interaction to convey complex concepts).

Hifi Prototype

This prototype was built as a demo, with a strong emphasis on concept rather than full systemization. I was given some assets that I realized needed a bit of work to be fully usable to built the UI appropriately. Some Figma hacks were also used to deliver within the allocated timeframe such as using GIF or other animation tricks. My purpose was to "sell" the concept rather than work towards a perfect implementation. Did you say hacker? Yes probably when it's needed! Design comes first!

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