Due Process
"Due Process" is a 5v5 tactical shooter featuring procedurally generated maps. I remained involved with the project from its conception to its launch as a live service. After the game went live, our focus shifted towards increasing player retention. To achieve this, we implemented an event pass system.
Role: UX Owner/Producer
Client: Giant Enemy Crab
Platform: Steam/PC
// REsponsibility
Our event battle pass was designed to empower players to express their individuality through cosmetics. Given that players assume roles as both defenders and attackers, they had two distinct characters to customize.
For defenders, we aimed for a rogue-like aesthetic, offering a plethora of customization options to enable players to embody characters from a post-apocalyptic world. Here, players could express their identity through various accessories and customization features, allowing for a high degree of personalization.
On the other hand, attackers belong to the faction Argus, so their customization options were more limited. However, we sought to introduce elements of uniqueness within the group, drawing inspiration from how pilots personalized their planes during World War II. This approach added a layer of individuality and distinction to the attacker faction, despite the constraints of their uniform.
Final Design
Here is a demo showcasing our final design. In addition to our original vision, we incorporated features such as randomization and presets to provide players with greater control over their customizations. The event battle pass boosted our retention by 25%. Due to its success, we've also added special holiday passes.