Snipers vs Thieves: The Heist

Game Link

Android: https://play.google.com/store/apps/details?id=com.playstack.snipersvsthieves.heist 

iOS: https://apps.apple.com/app/snipers-vs-thieves/id1159723495  

Project Context

I was brought into the project early in my professional career to work alongside behemoth games publisher Playstack, delivering design work at regular milestones ahead of soft launch across global territories.

Detailed Contribution

Meta & retention systems design

Monetization Design

Core Gameplay Features & Balancing

FTUE & Onboarding Design

Results

With the aid of the Head of Production and the experience of several staff members across all areas of development, all content was approved by the publisher and rolled out into production builds throughout all phases of soft launch.

What Didn't Go So Well

As the sole designer on the project at the time (supported by Head of Production and a previous, more experienced designer moving onto other projects) I didn't spend enough time playing each implemented feature before roll out, with the priority being on getting planned-for content designed then out the door.

The FTUE Processes suffered from the most from this lack of play. Playtest Cloud results were that people found the full FTUE (roughly 10 minutes of screen-led assistance) and truncated matches (3 reduced-length games) boring. For a mobile game in global launch, this would have killed D1 retention.

What I'll Do Better Going Forward

Experience since then has made me understand users want micro-FTUE moments and the ability to skip all FTUE in favour of 'just getting stuck in.' This a FTUE that introduces users to gameplay and meta-features without freezing gameplay and is triggered once non-sequentially when the users perform an action or enter a significant screen for the first time