Feature
SHOCKWAVE is a Live Ops system rewarding higher bets with better odds; brought to life by an electric eel that literally sparks joy.

Tools

Adobe Illustrator Figma

Adobe Photoshop Blender

Timeline

8 weeks

Tools

Adobe Illustrator

Adobe Photoshop

Figma

Blender


Problem

Increasing revenue during live ops events requires increasing average bet and spins without negatively impacting long-term retention.

The game does not have events that give players a choice to participate without punishing them if they do not, creating hesitation, reducing player confidence, and ultimately, less spend.

Forced participation created hesitation, reducing willingness to bet higher or remain engaged for multiple spins. The challenge was to design an opt-in event that made the value of higher bets immediately clear, felt controllable, and sustained engagement throughout the event window.

Solution

Design a clear, opt-in event that visibly improves reward odds as players bet up for higher coin-in without a drop in engagement. By progressively removing lower-tier rewards, the value of higher bets becomes immediately legible, reframing betting up as a transparent upgrade rather than a hidden risk. ShockWave transforms betting up from being perceived as a risk into a clear, playful mini-game experience that the player can control, encouraging higher bets and spin activity, and in turn, long-term player engagement.

An affable character shifts the act of betting up from uncertainty into confidence by surfacing improved odds in real time.

Role

UI/UX Designer - responsible for the design of features within the team including concepting user flows, designing branding, and final asset hand-off. I shared responsibilities and collaborated with another designer, Zig Sanders, whom I handed off the project to when I was shifted to another feature, as well as the Product, Engineering, and QA teams.


01

USER FLOWS

INITIAL FLOWS


To kick off the ShockWave design process, I mapped a user flow outlining how players enter, qualify for, and progress through the event across bet states based on the feature spec. I reviewed the flow with the product owner and engineering team to ensure alignment with technical requirements before moving into wireframing. This process ensured all key moments were captured early and surfaced opportunities to introduce narrative beats within the mini-game experience. I designed the flow with three goals in mind:

  1. Encourage players to bet higher

  2. Clearly demonstrate the cause and effect of bet behavior on rewards

  3. Ensuring consistency with the existing Pearl Bank mechanic including resizeability

Character design that is native to Gold Fish mascot lineup

Dynamic character animations to indicate states

Supplemental non-character iconography

Landscape and portrait mode support to be compatible with existing Pearl Bank

Branding

KEY COMPONENTS


Character + Logo


Progress bar with clear visuals and messaging to indicate states to players

Timer and action copy in a legible, at-a-glance layout

Landscape and portrait mode support to compatible with existing Pearl Bank

Branding

Progress Bar + Bet UI

FINAL FLOWS


02

BRANDING & Concepts

Early creative discussions focused on how to integrate the feature in a way that aligned with Gold Fish’s playful underwater world while also ensuring consistency with the existing Pearl Bank design. The team aligned on introducing a new character to the ecosystem to provide a light, narrative layer to guide the player toward the desired behavior while retaining the dynamic scaling/resizability of the original Pearl Bank.

Naming exploration centered on evoking urgency and limited-time participation, with the team narrowing it down to Wave Hour and ShockWave, with ShockWave ultimately selected for its energy, immediacy, and brand fit.

Existing default Pearl Bank

Default Pearl Bank in landscape lobby with Pearly Rush live ops event toaster

EARLY CONCEPTS

Concepts spanned from pelicans mischievously scooping up pearls and seals playfully headbutting them, while hermit crabs pilfered them into their capacious shells, to more abstract wave-based graphical meter representations.

The team ultimately aligned on a direction that prioritized dynamism, resulting in an electric eel concept designed to animate instantly in response to player input on the + and – bet controls.

This would allow the feature to feel reactive and expressive, while the eel’s serpentine body would accommodate dynamic pearl counts and seamless transitions across different orientations.

03

Feedback & Iterations

Zig’s updated character expression sheet


04

FINAL DESIGNS

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