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Fossil Character Unlock System

Making character collection tangible through a fossil-based unlock system.

Lead UX DesigneriOS/AndroidQ4 2022Cross-functional team

In 2022, I designed character selection and unlocking for Hungry Shark Primal, Ubisoft's mobile game about prehistoric sharks. The screen had to help players choose a shark, understand its upgrades and see what they could collect next.

The shark selection screen, with a grid of shark cards on the left and a locked shark, Dunk, shown as a fossil on the right
The finished screen. Dunk is still locked, so it appears as a fossil with five of its seven bones found.

Shark models, currencies, upgrades and offers all competed for space. I focused the experience on what players owned and a visible path to the next unlock.

I used fossils to explain unlocking: each bone a player collects adds a piece to a shark's skeleton. In testing with 80 players, 94% understood the fossil-to-character relationship intuitively.

The challenge

After the first few sessions, collecting another shark needed to feel achievable. Players had to see what they were working towards and how each piece they collected brought them closer.

Player research

Why players collect sharks

Interviews, competitor reviews and early prototype tests helped us distinguish different reasons for collecting. The screen needed to support completing a collection, choosing for performance and discovering new characters.

Player typeMotivationWhat the screen needed to support
CompletionistsCompleting the collectionSeeing owned sharks and progress towards missing ones
CompetitorsImproving performanceComparing abilities, power and upgrades
ExplorersFinding new charactersBrowsing the roster and discovering unlocks

What other games do well

I looked at how three other mobile games show their characters, mark upgrades and place the shop.

Brawl Stars character selection screen
In Brawl Stars, upgrade buttons and power indicators stand out clearly within each character card.
Marvel Contest of Champions character grid
Marvel Contest of Champions combines a character grid with power, rarity, class and upgrade indicators.
Asphalt Legends car collection screen
Asphalt Legends makes blueprint collection visible and marks cars ready to upgrade.

Layout exploration

I explored a horizontal collection, a three-shark selection and a vertical grid. The final layout paired the grid with a large preview, keeping the collection visible alongside the selected shark.

Horizontally scrollable character collection
The first layout was a collection that scrolled sideways, with equip and upgrade buttons on the chosen shark.
Pick-3 tag team design
The second layout was a pick-3 tag team, where three chosen sharks appeared together in the preview on the right.
Vertically scrollable grid with a single character preview
The final layout was a grid that scrolled vertically, with one shark previewed large on the right.

The fossil unlock

Prehistoric sea creatures emerging in colour from fossils set in rock
Art for the fossil theme shows prehistoric sea creatures coming to life out of the rock.

I used fossil collection to explain how players unlocked a shark. Each bone added a visible piece to its skeleton, showing progress towards the complete character.

Fossil-based progression

Character cards showed the sharks players could unlock and the bones they still needed to collect.

A locked legendary shark shown as a fossil with two of seven bones found
A locked shark shows its fossil with two of seven bones found, next to an offer to unlock it now with gems.

Revealing the skeleton

As players collected bones, the matching parts of the skeleton appeared. Progress showed on the creature itself, alongside the count of bones still needed.

The same fossil with all seven bones found and an Unlock Fossil button
With all seven bones found, the full skeleton shows and the button changes to Unlock Fossil.

From fossil to shark

Completing the skeleton led to a transformation animation that revealed the playable shark.

  1. 01LockedThe shark appears as a silhouette.
  2. 02FossilBone progress fills in, for example 3/3.
  3. 03TransformationThe fossil glows as it changes.
  4. 04UnlockedThe full creature appears.
Animation of a fossil transforming into an unlocked shark
The animation turns a completed fossil into the shark.

Rarity tiers

Colour and effects distinguished Common, Rare, Legendary and Mythic sharks, making rarity recognisable while browsing.

Playtesting

We tested with 80 participants, including casual mobile arcade players and Hungry Shark veterans.

What players responded well to

  • The fossil transformation animation and visual metaphor
  • Rarity tiers and the depth of the collection
  • Clear visual progress from locked to unlocked

Areas needing improvement

  • The link from fossil to unlock was unclear
  • Browsing the collection was tedious
  • Trophy Road, the track of rewards earned through progress, felt weak

Priorities after testing

  • Filtering and sorting to make the collection easier to browse
  • Gauges for each shark's abilities and power level
  • Milestone celebrations that make rewards more visible

Results

understood the fossil-to-character relationship intuitively
94%
were interested in the wider progression system
89%
wanted to keep progressing
81%

Most of the 80 participants understood the fossil metaphor, but testing still exposed confusion about the unlock step and friction in browsing. The next priorities were filtering, ability gauges and clearer reward feedback.

These results measure understanding and stated interest in a playtest. They do not establish longer-term retention.