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"
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
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 |
Purchase Flow Rules
Every purchase touchpoint now follows these:
- Show value before asking for money — User understands what they get
- One primary action per screen — No competing CTAs
- Progress over possession — Show what they'll achieve, not just what they'll own
- Immediate reward — Something unlocks NOW
- 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.