
Retrofitted legacy mobile game shop UI to support dynamic live ops content deployment and flexible offer layouts.
From 'Legacy' To 'Live Service'
Retrofitting an older UI system to create a functional live service shop
I designed a flexible shop system that accommodates different offer unit sizes, allowing live ops operators to dynamically adjust rewards and promotions. The system supports both featured "Big Offer" layouts and smaller offer configurations, enabling operators to optimize the shop's arrangement based on campaign needs—whether showcasing a single high-value promotion or presenting multiple smaller offers simultaneously. This modular approach gives live ops teams complete control over merchandising strategy without requiring development resources for layout changes.
Legacy System from a different era
When Hungry Shark World initially launched in 2016, its original design predated modern live service monetization standards, requiring significant adaptation to meet current market expectations
Legacy Monetization Systems
The Shop remained untouched since Hungry Shark Released.
Original
The Problem
Live Ops Managers cannot tailor make bundles and offers for players
The shop's placement is obscure and unobvious
The Navigation was clunky and unclear
The tech was dated
Structural changes to enable live-ops customization
How I redesigned the Shop under heavy technical constraints
Arrangement Option 1
Big Offer Unit
Small Offer Unit
Arrangement Option 2
Small Offer Unit
Small Offer Unit
Small Offer Unit
Results
Success Metrics
The changes made to the shop were to enable Live Ops to make changes on a fly, and to provide an overall better user experience for the player when interacting with the shop. Here are the impacts made:
Conversion Rate
6%
Customer Acquisition Cost
18.2%
Average Revenue Per User (ARPU)
11%
Average Revenue Per Paying User (ARPPU)
17%
Shop Engagement
15.3%
Time to pruchase
-20%
Session Duration
21%
A/B Test Velocity
275%