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Halo Infinite Operations

Redesigned Halo Infinite's battle pass level-up system. Wrote up acceptance criteria, created wireframes and user flows and advocated for the update of related screens.

Battle Pass Revamp • Problem Statement • In-GameUser FlowReward Track Wireframes • Boost Menu UpdateBoost Menu Wireframes
Related Projects: Component LibrarySettings Menu Heuristic Evaluation


PROJECT DESCRIPTION:


The Operations Level Skip System was a revision of the existing level-up system for Battle Passes. This redesign allows players to purchase experience to increase their Operation/Battle Pass' level through the reward track and boost menu.



IN-GAME IMPLEMENTATION:


Reward Track




Boost Menu





PROBLEM STATEMENT & GOALS:


We wanted players to be able to purchase multiple level skips with minimal effort and/or number of clicks in a single transaction.


How were levels purchased before?

The old flow allowed for players to level up their equipped battle pass through the boosts menu. There, they could spend 200 Halo Credits to purchase one level at a time. If they would like to increase the tier again, they would have to go through the relatively long process of confirming this purchase, watching /skipping the rank-up animation and then returning to the boost menu to purchase another level over and over again


Challenges

Player Experience Challenges

  • Buying more than one level at a time is tedious.

  • The rewards available after purchasing level skips are not immediately obvious from the boost menu.

  • Players must keep track of the number level skips they need to purchase to achieve/obtain their target level/rewards.

  • Players must keep track of the total credits they need to purchase to achieve/obtain their target level/rewards.

  • Purchasing level skips with XP Grants must be easy-to-do and cost-effective.

Business & Development Challenges

UX Challenges


Goals

Business Goals

  • Encourage players to purchase level skips.

    • Make purchasing level skips more enticing to players by putting rewards at the forefront of the flow.

  • Increase the operation tier skip purchase rate.

Player Experience Goals



USER FLOW:



WIREFRAMES:


How Players Level Up Using the Reward Track

When a player selects an item on the reward track, they can add some multiple of 1000 experience points to their operation so that the

rewards at the selected level are unlocked. Upon selecting an unowned item, the "Level Up" option is made visible on the helpbar and after a

second click, pressing the A button or hitting Enter will trigger the Level Up pop up to appear.


For premium Battle Passes, the following pop-up is shown:



For players who have not yet purchased their operation, only the free rewards up through the level of the selected item will be unlocked for

them even if a premium item is selected. If a free operation is later upgraded, all of the premium rewards that weren't previously collected are unlocked. Players are provided the option to upgrade their free operation when they confirm their level up purchase.



Owned Rewards

When a user selects a reward they’ve already collected, the option to level up is not available to them and is not visible on the helpbar.



Purchase Bonuses on Live Operations

The level up option is also hidden and disabled when a purchase bonus is selected whether or not the operation is owned.



Other changes:

  • Added the Halo Credit balance to the reward screen.

  • Moved Double XP Boosts timer closer to XP amount.

  • Removed the Boost option from the reward screen when the operation is not equipped.


Level Up Pop-Up Revisions

Because it was not feasible to append the cost of the level-up transaction on the pop-up list items, I came up with alternative designs. Below were the other design ideas:

  • Inline Cost: The transaction cost could be placed inline with the pop-up's paragraph at the very beginning.

  • Boost Menu Styling: Another design involves the cost of the transaction being styled like the level-up cost on the boost menu (shown below the second pop-up).




BOOST MENU UPDATE:


While tasked with redesigning the reward track, I called out and solved usability issues with the Boost Menu that were being overlooked.


Similar to the problems listed for the reward track, the old boost menu proved tedious for purchasing multiple levels, confusing to use and understand and provided little information for players as to the status of the battle pass their trying to manipulate. Players also complained that this design led to slips where they spent 200 credits they did not mean to.


Old Boost Menu Design



WIREFRAMES:


Using the level-up slider, the player can also choose the exact number of levels they want to increase their operation by. The slider ranges from +1 to the difference between the highest operation level and the current level of the operation. It defaults to +1. When the operation has been completed, the level-up slider/button is disabled. And, on the penultimate level, the slider is hidden.


Edge Case:

Each single level-up transaction adds 1000 XP to their operation. The only exception is when the player is leveling up to the max level of the operation. In that situation, a pop-up with a string warning the player about the lost XP will appear.







Other Halo Infinite Projects:

Component Library

Settings Menu Resdesign


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