Country Escape

Country Escape

UI/UX Designer | 2021-2024

Owned UX for live events, progression systems, and monetization flows in mobile farming game. Designed system-level interactions that influenced retention, engagement, and revenue.

UX Team Size

4-6 members

Active Users

400k+ DAU

Tools

Figma, Unity

Farm Design

Product and Constraints

  • Senior-age majority player base required slower pacing and high-legibility UI.
  • Aging tech stack limited layout flexibility and animation behavior.
  • Diverse player motivations required reward pacing that worked for collectors, achievers, and grinders.
  • Economy inflation and balance rules constrained progression and reward communication.
Battlepass

Battlepass

Built the Battle Pass, a progression based system that introduced structured goals, daily and long term tasks, and free and premium reward tracks. Designed task flows, reward communication, perk visibility, and the full player journey from entry to completion. Ensured the feature integrated cleanly with farming loops and communicated value without breaking balance.

Case Study

20% ↑

ARPU Uptick

7% ↑

Core Actions During the Season

60%

Completion Rate Across the Full Progression

Seasonal Sale

Seasonal Sale

Built a limited time reward track that shifted value from upfront purchase to ongoing play. Unlocking the sale gave access to the track, but rewards required completing actions and reaching XP milestones.

10% ↑

Revenue Uplift Without Affecting Baseline Systems

12% ↑

Core Loop Actions for Purchasers

65%

Completion Rate for Purchasers

Web Store

Web Store

Legislation allowed a standalone web store but blocked direct in-game promotion. I designed a compliant flow that routed players from a daily reward claim to the web shop. Players collected a free chest on the site, saw discounted currency prices, and could purchase there. Web store purchases avoided the 30 percent platform fee, so even discounted packs delivered higher net revenue than in-app sales.

25% ↑

Click Through From Daily Reward Flow

32% ↑

Web Store Purchase Conversion

15%

Higher Net Revenue Per Purchase

HUD Redesign

HUD Redesign

Solved the long term HUD space shortage by unifying icon sizes, removing redundant entry points, and simplifying event icon states. Preserved player muscle memory while freeing space for upcoming features. Reduced cognitive load by cutting information bloat.

Medium Article

+ 3 ↑

HUD Slots Created Without Adding a New Row

20% ↑

Reduction in Icon-State Complexity for Events

0

CS Tickets After Rollout

Experiments

Experiments

Explored automating tooltip to take players directly to next action.

Hypothesis: Directing players to the next actionable step would reduce cognitive overhead in dense sessions.

8% ↓

Engagement Drop on Experiment Group

Outcome

Feature was paused as it reduced agency within the loop.

Insight

Removing cognitive burden must not remove the player's role in the loop

Design Philosophy

Systems first

Every screen alters player state. I design for economy loops, reward pacing, and long horizon motivation. UX choices are evaluated by their effect on retention and resource flow.

Cognitive load

Players skip forced tours. I use clarity, sequencing, and contextual cues so functions are learned through interaction, not explanation.

Easy Onboarding

I design for progressive complexity: keep the entry path simple, reveal depth over time, and ensure new features do not add surface noise. This protects newcomers while giving long-term users room to grow.

Medium Article
Figma Logo

Designed two tier Figma system.

Multiple Legacy Systems created inconsistencies and rework.

Low Fidelity Header
Battle Pass Wireframe

A low fidelity set for quick layout exploration and a high fidelity set that replicated Unity assets with accurate slicing.

High Fidelity Header
Battle Pass Mockup

The high fidelity system let teams validate real in game behavior early and resolve issues in prototypes instead of after development.

Unity UI Integration

Unity UI Integration and Pipeline Setup

Built a predictable import and prefab pipeline. Removed inconsistency in slicing, batching, and structuring.

Created reusable prefab archetypes so seasonal reskins dropped in with minimal rework.

80% ↓

Seasonal Reskin Time Reduced

User Interviews

Interviewed late stage players

Interviewed late stage players to map motivations and friction.

Identified behavioral clusters

Identified behavioral clusters that refined personas.

Insights guided pacing

Insights guided pacing, reward timing, and communication in major updates.