Kamil Jamiolkowski
Battlefield Mobile key art

Battlefield Mobile

Mobile2023FigmaUI/UX Designer

Role

UI/UX Designer

Type

Mobile

Tools

Figma

Duration

Feature cycle

01Overview

Features & Scope

In this project, I worked on Warheroes, a monetization feature for Battlefield Mobile. The scope covered stakeholder requirements, user behavior analysis, feature logic, and final UI design.

02Challenge

Motivate Without Alienating

Monetization features must drive spending without punishing free-to-play users. Mishandled, this damages both retention and revenue. Warheroes required a reward structure achievable through play alone. Paid progress had to accelerate outcomes without gating them.

03Visual Showcase
HERO LOADOUT
HERO LOADOUT
HERO-SPECIFIC CURRENCY
HERO-SPECIFIC CURRENCY
ITEMS SHOP
ITEMS SHOP
04Approach

Process

First, I defined feature logic. To do that, I collected KPIs and requirements from stakeholders and mapped them against user behavior data to identify drop-off points and effective reward triggers. The result was a two-track structure: a free path tied to milestones, and a premium path offering cosmetic and time-based advantages without locking core content. I then built the full UI for the feature: milestone tracker, reward previews, purchase flow and confirmation states.

05Art Direction

Visual Language

Visual direction followed Battlefield Mobile's existing design system: high contrast, military-coded, kinetic. Reward moments within Warheroes received elevated treatment relative to the base UI, to signal achievement at the point of payoff.

06Snapshots
SPLASH SCREEN

SPLASH SCREEN

REWARDS

REWARDS

07Summary

Outcome

Warheroes launched within the planned release window. The project gave me direct experience balancing business requirements against player experience within an existing monetization system.

UX/UI DESIGNER AT DRAGONS' LAKE FOR EA

Next project

Forever Skies