From 'Legacy' to 'Live Service'

Retrofitting an older UI system to create a functional live service shop

The game loop revolves around staying alive as long as possible, as waves of debuffs and powerups come your way, making the game exponentially more difficult. Players are motivated to try again and again, experimenting with different strategies and tactics to see how far they can go. This constant trial and error can lead to a satisfying feeling of progress, encouraging continued play.

Legacy System from a different era

When Hungry Shark World initially launched in 2016, its original design predated modern live service monetization standards, requiring significant adaptation to meet current market expectations

Legacy Monetization Systems

The Shop remained untouched since Hungry Shark Released.

Original

The shop could only accommodate one format, a horizontally scrollable component with individual panels

The Problem

Live Ops Managers cannot tailor make bundles and offers for players

The shop's placement is obscure and unobvious

The Navigation was clunky and unclear

The tech was dated

Structural changes to enable live-ops customization

How I redesigned the Shop under heavy technical constraints

New Modular system that allows economy designers to create bespoke offer combinations, allowing for a more robust live-ops strategy with targeted offers.

New Modular system that allows economy designers to create bespoke offer combinations, allowing for a more robust live-ops strategy with targeted offers.

Arrangement Option 1

Big Offer Unit

Small Offer Unit

Arrangement Option 2

Small Offer Unit

Small Offer Unit

Small Offer Unit

We also included skip-tier mechanics to encourage in-game spending. Lastly, we displayed in-game challenges within the Splash Pass interface to clearly guide players towards their rewards.

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Drag the handle to see the before & after results!

Results

Success Metrics

The changes made to the shop were to enable Live Ops to make changes on a fly, and to provide an overall better user experience for the player when interacting with the shop. Here are the impacts made:

Conversion Rate

8.5%

Customer Acquisition Cost

18.2%

Average Revenue Per User (ARPU)

2.3%

Session Duration

0.8%

Session Duration

— 0.8%

Session Duration

21%

User Satisfaction Scores

All metrics refer to the first launch of Splash Pass in 2021