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Madden NFL Mobile (2022)

Madden Mobile has been completely overhauled in the 2022 edition. Building off of the innovative Yard progression modes from last year's title, the collection & progression systems have been totally re-invented for the Ultimate Team. Players can now upgrade their Ultimate Team players through levelling and ranking up, as they can in other RPGs on the market. The focus on the new core RPG mechanics has allowed us to slim down and reduce unneccesary game modes and focus on delivering a core pve experience, starting with Journeys. 

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I worked primarily on the content/feature design of Journeys to ensure that players were onboarded in a way that introduced the new systems slowly, but effectively. Using modern tutorial design sensibilities, we were able to introduce new progression mechanics to players, helped them practice the new systems, which allowed them to master the Journey and move on to other game modes, like the Training Center, which I also helped design as the core place for players to gain currencies for the RPG systems.

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Throughout this season, I also owned two other feature designs from conception to final deployment on live servers: Resource Reclaim and Select Filters. Both features focus on player-first design, with resource reclaim allowing players to re-gain RPG resources from player cards that they have levelled up, in order to facilitate players levelling up newer more recent player cards that have been released. In addition, Select Filters also help player card acquisition feel less "RNG-ey" and gave player agency in selecting the type of cards that they want. Read more on the Select Filters and how they figured into our Mid-Season Update for Gridiron Gauntlet and Scout Packs here .

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What I worked on

  • Journeys

    • Designing onboarding experience to ensure users understand the entirely new progression systems.​

    • Designed tutorial beat chart, ensuring users engage with key education milestones at the proper time in the User Journey.

  • Training Center​

    • Assisted with design & implementation of primary resource obtaining systems in the Training Center.​

  • Resource Reclaim

    • Player first design.

    • Allows users to re-obtain resources that they already invested in player cards.​

    • Hit product management goals of ensuring users engage in new card releases.

  • Player Select Filters

    • Had a big problem of rewards/store packs feeling too "RNG-ey", so I designed a system to allow users to select the "pool" of players they can obtain players with, while still hitting Product Management goals.

  • Journey 2.0 & Gridiron Gauntlet Mid Season Update​

    • Assisted in content design & implementation, ensuring proper UX principles are followed.​

  • More Coming Soon after Superbowl 2022 :)

  • Supported & Mentored other designers in program design, various tech best practices and mapnode conveyance.

My Role: Game Designer I & II (promoted :D)

Tools Used: Adobe XD, MiroBoards, Confluence, P4V, Slack, Haxe, VSCode, Eclipse, various proprietary tech

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© 2024 by Shane Gaffney

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