Case study Gaming · Growth & Monetization

Make a 28-day season feel like a 10-year collection.

A digital sticker album that turned a Bundesliga IP partnership into a long-tail meta-game for Top Eleven managers worldwide.

RoleSenior UX Designer
CompanyNordeus (Top Eleven)
Timeline2025, shipped for the December window
PlatformiOS / Android, global
↑ ARPUMaterial lift across the Bundesliga window
+DAUDaily uplift on the Gallery tab post-launch
18 clubsNatural progression milestones, fully modular
Top driverGallery-linked SKUs led store revenue in the window

Measured in Mixpanel against the pre-launch seasonal baseline; exact values are confidential, so directions and relative magnitudes are stated instead.

In 30 seconds
  • The bet: an album-first, earn-first collection that gives a 10-year game its first permanent record of play, anchored to the real Bundesliga calendar.
  • The craft call: the strongest-testing reveal was cut to a 2-second flip so 100% of devices ran it stable, and duplicates recycle into earning instead of dead-ending.
  • The result: Gallery-linked SKUs led store revenue in the window with daily uplift on the tab; new-install retention stayed the miss.
Bundesliga Gallery lobby screen: daily tasks list on the left, album cover with collection progress on the right
FIG. 01 The Gallery Lobby. Daily tasks fund pack earning on the left; the album cover and collection progress anchor the right.
01 · The problem

A decade of play, nothing to show for it.

Top Eleven's 28-day seasons reset everything: trophies, progress, pride. IP partnerships had only ever been cosmetic skins that decayed with the season. Two archetypes carried the design brief: the Veteran ("I've won this league more times than I can count. After a while you stop caring because nothing carries over") and the Casual Returner who loves the Bundesliga but never sees it in a loop worth staying for. The deal was the chance to build the game's first permanent record of play.

Composite archetypes from player interviews, community threads, and Mixpanel cohort splits. Quotes are illustrative voice.

02 · The bet

Album-first, earn-first.

Earn-first economy

Packs come from daily tasks and live events, gameplay already in flow; the store is an accelerator, not a gate. Trade-off: lower day-one conversion, higher long-term ARPU because the feature feels earned.

Album-first model

Competitors say "collect rare cards"; ours says "complete the club." All 18 clubs visible from day one as empty slots, rarity inside that frame, set-completion as the dominant motivator.

Daily tasksand live events Packsearned, not bought Album progress18 clubs as sets Set rewardspermanent record of play Storeaccelerator, not gate Duplicatesno dead ends Recycle currencyfeeds pack earning the loop that rescued sessions 4 to 10
FIG. 02 The earn-first economy loop. Packs come from play, sets pay permanent rewards, duplicates recycle back into earning. The store accelerates the loop but never gates it.
Gallery overview screen showing all 18 Bundesliga clubs as collectible sets with per-club progress bars
FIG. 03 The Gallery Overview. All 18 clubs visible from day one; progress anchors to real-world structure, not rarity tiers.
03 · What testing changed

Three findings that changed the shipped product.

The reveal cut

The strongest-testing moment in playtests, a 6 to 8 second multi-stage reveal, crashed a slice of low-end Android. I cut it to a 2-second flip, kept the haptic, and shipped stable to 100% of players on day one.

The empty album

Testers read a blank album as a chore list. Fix: the onboarding pack opens inside the album, so the first read is "what you have," not "what's missing."

Duplicate handling

Dead-end duplicates frustrated testers within two sessions. A recycling currency that feeds pack earning rescued sessions 4 to 10 from churn.

Pack reveal duration, seconds Original multi-stage 6 to 8scrashed a device tier Shipped flip 2sstable on 100% of devices 0 2 4 6 8 kept: the haptic
FIG. 04 The craft trade, to scale: cut from 6 to 8 seconds to a 2-second flip so every device tier runs it and the haptic survives.
Annotated wireframe specification board covering the gallery lobby, overview, set screens, panel states, points exchange, and collection shop
FIG. 05 The working spec: annotated flows for lobby, gallery, sets, panel states, exchange and shop, written for clean engineering handoff.
04 · Results & retrospective

What moved, and what didn't.

Monetization

Gallery-linked SKUs became a primary driver of store revenue during the window, with meaningful lift on Special Sponsor packs.

Engagement

Notable daily uplift on the Gallery tab: the meta-layer became part of the daily route, not a side trip.

Community

Reddit and Discord sentiment trended toward "must-complete" rather than "another monetization grab."

Weakest score

First-week retention on new installs barely moved: newcomers have no emotional stake in a club roster yet, and we didn't build them a strong enough on-ramp.

Six net revenue dashboard tiles showing seasonal and daily upward trends across IAP and rewarded video, absolute values redacted
FIG. 06 Net revenue trend across the window: seasonal and daily, IAP and rewarded video. Absolute values redacted.

What I'd argue about with my past self. Trading duplicates between managers was the missing second loop; right call to cut for v1, wrong call for a v1.5 that never shipped. And the cut reveal was the right product decision but a real loss of craft: next time I'd fight for the optimization budget upfront, not after the design lands.

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