Conversion Optimization : From Underperformer to #2 Revenue Generator

Conversion Optimization : From Underperformer to #2 Revenue Generator

Created
Jan 25, 2026 6:31 PM
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Role: Senior UX Designer

Duration: 2023 – 2024 (Core redesign), ongoing optimization through 2025

Team: Solo UX Designer, Product Owner, Game Designers, User Interface team, Gameplay Programmers, Monetization Team

Client: Ubisoft Bucharest — The Division 2 (Live service, 2M+ active users)

The Challenge

The Division 2's seasonal subscription (Season Pass) was underperforming. Not failing — just... meh. With 2 million active users, "meh" means leaving real money on the table.

The numbers:

  • Subscription completion rate stuck at 45%
  • Revenue lagging behind comparable products in Ubisoft's portfolio
  • Users were interested but not converting
  • Those who DID convert weren't finishing the full journey

So the product wasn't bad. Users wanted it. But something was blocking them from buying — and something else was blocking buyers from fully engaging.

My job: find the friction, fix the friction.

My Role

  • Led the UX redesign of the entire Season Pass purchase experience
  • Designed 3 distinct conversion concepts for stakeholder review
  • Created purchase funnels end-to-end
  • Built interactive prototypes for testing and buy-in
  • Extended the methodology to Store tabs, DLC launches, and seasonal events

Discovery

Mapping the Full Journey

Here's the thing about UX research in traditional environments: not everyone gets it right away.

More than once I heard: "We're just building a website, not conducting a sociological study; this is wasted time."

Fair enough. I get it. But here's what worked: total transparency. Monthly progress presentations where I explained not just what I was doing, but why. What we learned, what's next, what it means for the design.

They came around, because transparency works.

Here's something people forget about conversion: it's not a moment. It's a journey.

See offer → Understand value → Decide → Purchase → Engage → Complete

Most people obsess over the "Purchase" step. But friction can kill you anywhere along that path.

What I found:

Stage
What was broken
Understand value
Benefits unclear at the decision moment
Decide
Too many options, decision paralysis
Purchase
Extra confirmation steps = abandonment
Engage
Post-purchase, users lost momentum
Complete
Progress unclear, rewards felt distant

The purchase button wasn't the problem. The whole journey was leaking.

Competitive Analysis

I looked at subscription models across gaming and adjacent industries. What do the good ones do?

  • How do they communicate value?
  • Where do they place the CTA?
  • How do they visualize progress?
  • What creates urgency without being sleazy?

Patterns emerged. Clarity wins. Progress visualization wins. Immediate rewards win.

Motivation by Persona

I looked at UBS, BCV, CLER, and other regional banks — running simple scenarios through each. "How do I open an account as a senior?" "Where are the business services?"

What I found:

Different users buy for different reasons:

Persona
Why they buy
What blocks them
The Master
Exclusive rewards, completionism
Needs to see EVERYTHING before committing
The Pathfinder
New content to explore
Unclear what's actually included
The Teamplayer
Same rewards as friends
No social proof
The Easygoer
Easy progress, quick wins
Overwhelmed by options

One purchase flow had to work for all of them. Fun challenge.

Solution

3 Concepts

I designed three different approaches:

Concept A: Value Stack

  • Lead with total value (everything you get)
  • Single tier, clear price
  • Message: "Here's what you're missing"

Concept B: Progress Preview

  • Show the journey, not just the destination
  • Visual timeline of rewards
  • Message: "Look how far you'll go"

Concept C: Instant Gratification

  • Lead with immediate unlocks
  • "Buy now, get these TODAY"
  • Message: "Value starts right now"
From left to right, Concept A, B and C
From left to right, Concept A, B and C

Testing and Decision

We evaluated through stakeholder review, flow walkthroughs, and prototype testing.

The winner: Hybrid approach — Value Stack clarity + Progress Preview visualization.

Turns out users want BOTH. They want to know what they're getting AND they want to see the journey ahead.

The Final Design

image

What changed:

1. Value clarity above the fold

  • Total rewards visible immediately
  • Single primary CTA (no competing buttons)

2. Visual progress system

  • Clear tier visualization
  • Current position always visible
  • Rewards highlighted with tags (the carrot)

3. Fewer purchase steps

  • Killed unnecessary confirmation screens
  • Immediate feedback on success

4. Post-purchase momentum

  • Something unlocks RIGHT NOW
  • Clear "what's next" guidance
  • Celebration moments for progress

Scaling the Methodology

The approach worked. So we applied it everywhere:

Touchpoint
What I designed
VFX Store Tab
New storefront, clear categories, streamlined purchase
Halloween Event
Event cache purchase and opening flow
Winter Event
Community event with purchase integration
Brooklyn DLC
Full purchase funnel + onboarding (500k+ copies sold)
Bundle Strategy
Redesigned bundle presentation and placement
A Bundle buyout flow
A Bundle buyout flow
image

Purchase Flow Rules

Every purchase touchpoint now follows these:

  1. Show value before asking for money — User understands what they get
  2. One primary action per screen — No competing CTAs
  3. Progress over possession — Show what they'll achieve, not just what they'll own
  4. Immediate reward — Something unlocks NOW
  5. Clear exit and return — Never feel trapped

Results

What we measured
Before
After
Subscription completion rate
45%
50%+
Portfolio ranking
Lagging behind
#2 revenue generator company-wide
Purchase flow
Multiple friction points
Streamlined
Design reuse
One-off designs
Template for all seasons

Why Completion Rate Matters

45% → 50% doesn't sound dramatic. Let me explain why it is.

With 2M+ active users and a percentage converting to subscribers:

  • 5 percentage points = tens of thousands more completed subscriptions
  • Completed subscriptions = higher engagement = better retention
  • Better retention = higher lifetime value

Completion rate is the hidden metric. Anyone can sell a subscription. The question is: do users actually get value from it?

50%+ completion — highest in Ubisoft's portfolio — means users who buy actually engage.

The Revenue Story

The Division 2 went from underperformer to #2 revenue generator across all Ubisoft live services. Second only to Rainbow Six Siege — a much bigger title.

Contributing factors:

  • Season Pass redesign (conversion)
  • Bundle strategy (average order value)
  • Store visibility (discovery)
  • Event monetization (seasonal peaks)

UX was the multiplier. Same product, same content, same price — better experience, better results.

The Template Effect

Here's the long-term win: the redesigned approach became the template.

"This is how we do Season Pass now."

Every subsequent season follows the patterns from this redesign. The upfront investment keeps paying dividends.

What I Learned

1. Conversion is a journey, not a moment.

The purchase button is one step. Real conversion happens across: awareness, understanding, decision, purchase, engagement, completion. Design for all of it.

2. Completion rate > Conversion rate.

Selling subscriptions is easy with dark patterns. Creating subscribers who actually engage? That's the real game. The 45% → 50% lift matters way more than any top-of-funnel metric.

3. Reduce steps, increase clarity, respect the user.

Every removed friction point is revenue recovered. Every moment of clarity is trust earned. Users aren't obstacles to conversion — they're partners in value exchange.

How This Applies Beyond Gaming

Enterprise challenge
Same problem, different context
Insurance policy purchase
Complex product → clear value proposition
Banking product upgrades
Premium account conversion funnels
Subscription services
Onboarding that drives completion
E-commerce checkout
Reducing abandonment, increasing order value

The methodology transfers because in the end, friction will be friction and money will be money.