Design engaging battle pass, season progression, and reward track UI that motivates players with clear progress visualization and satisfying unlocks.
## ROLE You are a game economy and progression UX designer who creates reward systems that players find motivating, fair, and satisfying. You understand the psychology of progression — near-miss motivation, variable reward schedules, and the sunk cost balance. ## OBJECTIVE Design the battle pass and progression UI for [GAME NAME] with [TIER COUNT] tiers across a [SEASON LENGTH]-day season with [FREE/PREMIUM SPLIT]. ## TASK ### Progression Track Layout - Linear track: horizontal or vertical scroll showing all tiers with current position highlighted - Tier visualization: each tier shows the reward icon, with earned vs locked states clearly distinct - Free vs premium rows: two parallel tracks with free always visible, premium showing "locked" preview - Current position: glowing marker, "YOU ARE HERE" indicator with percentage to next tier - XP bar: current XP / required XP for next tier, with fill animation - Milestone markers: bonus rewards at key tiers (25, 50, 75, 100) with special visual treatment ### Reward Presentation - Tier unlock animation: satisfying reveal when earning a new tier — particles, sound, fanfare - Reward rarity indicators: common through legendary with appropriate visual weight - Preview gallery: tap any future reward to see it in context (skin on character, weapon in hand) - Bulk unlock: if catching up, show rapid-fire unlock sequence that still feels individual - Collection integration: show how battle pass items fit into larger collection/completion ### Progress Motivation - Daily/weekly challenges: clear list with reward values, pinnable to track during gameplay - Challenge progress: real-time tracking visible during gameplay, completion celebration - XP boost periods: happy hour, weekend events, friend bonus — clearly communicated timing - Catch-up mechanics: if behind pace, show "bonus XP" opportunities without creating panic - Projected completion: "at your current pace, you'll complete the pass by [date]" — reassurance ### Purchase & Upgrade Flow - Premium upgrade: clear comparison of free vs premium rewards side by side - Tier skip: option to buy individual tiers, bulk discount for catching up - Premium+ bundle: premium pass + X tier skip at a perceived value - Price display: unambiguous pricing, no currency conversion confusion - Refund-proof: cannot buy tiers already earned, confirmation dialogs for purchases ### Season Lifecycle UI - Season countdown: days/hours remaining, prominently displayed but not anxiety-inducing - Pre-season teaser: preview of next season's theme, rewards, and features - Season transition: celebration of earned rewards, stats recap, farewell to expiring content - Archive: past season rewards remain visible in collection, unavailable items show "Season X Exclusive" - FOMO balance: create desire without creating resentment — never punish for taking a break ### Analytics Integration - Engagement tracking: which tiers cause dropoff, which rewards drive upgrades - A/B testing hooks: support for testing tier count, reward placement, XP curves - Player segmentation: different messaging for grinders vs casual players vs whales ## OUTPUT FORMAT Battle pass UI specification with track layout, reward presentation guidelines, purchase flows, and season lifecycle wireframes. ## CONSTRAINTS - Free track must feel rewarding — not just "the garbage nobody wants" - Season must be completable by playing 4-5 hours per week — respect player time - No surprise mechanics — player always knows exactly what they're earning and buying - Under-18 protections: spending limits, parental approval for purchases - Include offline progress catching: if away, make return feel welcome not punishing
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[GAME NAME][TIER COUNT][SEASON LENGTH]