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Designing the Splash Pass

Turning an existing library of sharks and accessories into seasonal progression.

Lead UX DesigneriOS/Android2021UX, Product, Dev

In 2021, I led UX on Hungry Shark World's Splash Pass: a seasonal reward track built around playing the game and completing daily challenges.

Free rewards let every player take part; a paid pass added premium rewards. I worked from research through progression, monetisation and interaction design to the screens that shipped.

By 2025, after I had left Ubisoft, the pass had reached its 15th season.

The opportunity

Hungry Shark World had a library of sharks, cosmetic skins and accessories that most players never saw. A season pass could turn existing assets into rewards worth pursuing, giving players a reason to return without requiring new art for every reward.

Free track

Who gets it
Everyone
Rewards
At some tiers

Premium track

Who gets it
Players who buy the pass
Rewards
At every tier

From wireframe to game

1. Wireframe

Grey wireframe of the battle pass: premium row above free row, with a Skip 10 Tiers card
The first wireframe puts the premium row above the free row, with a card for skipping ten tiers.

One track, two rows

I placed premium above free on a shared track. Players could compare the rewards at each tier and see what buying the pass would add.

2. Prototype in game art

Prototype of the battle pass in game art, with daily challenge, shark mastery and a 30-gem skip
The prototype in the game's own art shows a daily challenge, shark mastery and a 30-gem skip.

Daily challenges drive progress

Daily challenges award Splash Points towards the next tier, connecting a short-term task with progress across the season.

Skips on the track

I placed a gem-priced skip at the player's current tier, offering a second purchase route for players short on time. The price changed from 30 gems in the prototype to 25 in the game.

3. Season 3, as it shipped

Splash Pass Season 3 in Hungry Shark World
The Splash Pass title screen for Season 3.

Premium on every tier

Premium offered a reward at every tier, while free rewards were spaced out. The shared track made that difference visible without a separate comparison screen.

Onboarding

A single introduction explained the 50 tiers, Splash Points and daily challenges. Players could reopen it from the pass screen instead of relying on a one-time explanation.

Welcome to the Splash Pass: play to progress through 50 tiers of rewards, earn Splash Points, complete daily challenges

The first-time explainer from Season Two walks through tiers, Splash Points and daily challenges.

Hungry Shark World home screen with the Splash Pass Season One entry point, progress and time left

The home screen has an entry point to the pass that shows progress and time left.

Seasonal themes

I designed modular UI pieces the team could swap in Unity, giving each season a new theme without redesigning the pass.

Halloween Splash Pass theme

The Halloween season dresses the pass in orange, purple and bats.

Christmas Splash Pass theme

The Christmas season uses the same layout with snowy art.

Later seasons

The pass continued after I left Ubisoft in 2023. By its 15th season in 2025, the team had added Splash Pass Pro, a second paid tier that skips the first 15 reward tiers. These later changes show how the system evolved; they were not my design work.

Splash Pass 15: Shark Week 2025 purchase screen, Splash Pass at £14.99 and Splash Pass Pro at £19.99
The purchase screen for Splash Pass 15, Shark Week 2025, offers Splash Pass at £14.99 and Splash Pass Pro at £19.99.