Entertainment Mode

Ranked

Overview:

A new entertainment mode, ranked, is designed for players who want to enjoy stress-free gameplay and unique experiences while still feeling a sense of accomplishment through achievements and pride via the leaderboard. No matter if player lose or win, player ranks will never drops, just either goes up fast or slow.

Note:

I regret to inform you that the event has not been launched yet. Due to company privacy policies, I can only provide minimal details including user flow, UI draft, and problems & solutions at this time.

Sneak peek of alpha version!

Story & Goal

During my internship at Garena, my team found that many players avoid ranked matches due to stress but also feel that normal matches lack the same sense of achievement. To address this, we designed a new game mode that offers a fun, unique, and low-pressure experience with rewarding progression.

This Modes Contains

4 Parts

OR

Read The Wrap-Up Version Below

Part 1:

User’s information

About:

This section displays information about the entertainment mode, including the player's name, achievements, and win rates. Players can select which stats they want to showcase proudly.

UI Draft When Player Expand This Section

User Flow

Part 2:

Leaderboard

About:

This section provides information about the player's rank in each leaderboard category, including their friends, a random weekly group, and the overall world ranking (players can choose which region they want to compete in.)

UI Draft

User Flow When Player Press Add Friend Button

User Flow

UI Draft When Player Expand This Section

Part 3:

Rank

About:

This section displays player rank details for entertainment mode, including rewards, stars, and other rank-related information.

UI Draft

User Flow

UI Draft When Player Expand This Section

Part 4:

Mode

About:

This section will display entertainment modes available for players to climb their ranks.

UI Draft

User Flow

UI Draft When Player Expand This Section

Problem and Solution:

Problem:

Since this mode will be on H5 (an extended in-game HTML5 platform) rather than as in-game content, we faced certain limitations, such as restricted pages and pop-ups. For example, Our initial design was a standalone page for user information, but due to these constraints, we had to redesign it as an extension.

For the extension, my team proposed a modular grid design to give players a 'hall of fame' feel. However, I felt this design lacked critical information, such as badge statuses or descriptions. To address this, I suggested a new horizontal column grid layout where each grid includes a badge icon along with its status and details.

Solution:

After some debate, I came up with the idea to merge the two concepts. The final design features a modular grid on the left, maintaining the hall of fame aesthetic, while the right side provides descriptions and status details for each badge. This combination ensures functionality without sacrificing the visual appeal.

Modular grid design

Horizontal column grid design

Final Draft


Problem:

Entertainment mode ranked is not a new concept; many games have used it for years. However, these modes are basically regular ranked modes with unique gameplay but still end up stressing players out. Our team’s goal is to design a ranked experience that truly feels stress-free.

The main source of stress for players is the fear of losing, especially when it involves their hard-earned ranks. To counter this, Our team decided to design a system where players never lose progress but only gain it. However, this raised another question: "What will motivate players if there’s no risk or goal?"

Solution:

To solve this, Our team came up with the idea of infinite progression through badges. Similar to how levels work in League of Legends or Overwatch player icons, badges would continuously upgrade as players achieve milestones. Additionally, ranks would only increase—never decrease—except if a player leaves a match. Winning a match would accelerate rank progression while losing would result in slower but consistent progress. This approach ensures players feel rewarded and motivated without the stress of losing progress.

Examples of badges include achievements like the number of times a player earns a Megakill (eliminating the entire enemy team). Badges like these motivate players to challenge themselves and perform at their best.

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