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Niv Rosen

Roll & Win — Solitaire Grand Harvest (Playtika)

The first mini-game added to Solitaire Grand Harvest — a recurring event that opened up the game's world, then got a post-MVP redesign on a year of data that proved the safe call wrong.

Recap

Role
Senior Product Designer, Playtika
Owned
market research · UX flows · prototyping (MVP + post-MVP) · UI art direction · sprint planning
Team
directed illustrator, animator, copy, sound. Close work with dev, product managers, and game economists.
Duration
~3 months (MVP); post-MVP redesign later
Platform
Mobile — phone + tablet
Tools
Photoshop · XD · After Effects · Miro · Jira

SGH's first additional game screen, and its first second currency. It ran about a year, reskinned every 1–2 months, lifting revenue and engagement on every run. When revenue started sliding, the redesign returned to the harder version I'd argued for at the start — inside the same lean budget.

Problem

The business wanted a recurring, time-limited event to lift retention and spend — one that enhanced the core loop rather than competing with it, and could be reused while reskinned on a cycle, rather than rebuilt.

The complication: we were still learning who our players were. The game had been acquired from another company. Every difficulty decision was a bet we couldn't yet measure.

Requirements:

  • Adapting the mini-game to a casual base — short, discontinuous visits; pick-up-and-put-down
  • Balancing promotion against pressure — promoting the new mini-game without enforcing the experience on players
  • Matching a UX/UI world another company built
  • Introducing the game's first second currency — collected during core gameplay, mid-hand
  • Clearly communicating a robust progression system — collect this to earn that, toward the next; several stages, not a flat collect-and-get
  • Keeping production and dev cost low per reskin

Research

  • Market research — how casual titles run limited-time mini-games, and what over-complicates a short session.
  • Mapped SGH's core loop and high-traffic screens — where players actually pass through, and how receptive they are there.
  • Consulted another game team inside the company who had already faced the difficulty question — and had moved from the easy model to near-miss.

The insight: a mini-game is a guest in the core loop. Reward the player for showing up, resolve fast, never make the main game harder to get back to.

Design process

Storytelling — taking the game somewhere new

The farm was scenery. You looked at it; you never touched it. Roll & Win was the first feature with its own screen and a new game design experience alongside the core loop — an opening to broaden the world's theme and story.

  • A new camera on a familiar place. I reviewed the 2D top-down farm and designed a 3D, close-up forest clearing. Same world, far more personal vantage.
  • Something to tend. The player grows a centre object — an additional, more intimate interaction with a single object in the farm, and a more personal experience than harvesting in the meta loop.

TODO(caption): The farm as it was: top-down, scenery you looked at

TODO(caption): The new vantage: close-up and personal, same world

Designing for short visits

  • Low-skill game of chance: roll, move, collect. No levels, no skill gate, no sting.
  • Zen sound, short moves, light copy — come and go as you please.
  • Promote without pressure: noticeable, never enforced.

The Gameplay Difficulty Debate — the decision I lost

Two options on the table:

  • A — challenging near-miss. Land the right tiles to grow the centre piece. Real tension.
  • B — challenge-less laps. Complete laps to progress. Smoother, safer.

I argued for A, backed by a case study from another Playtika team. I was overruled — the conviction was that our players wanted a quick, non-challenging break: boosters for the main loop, nothing more. For an audience we couldn't yet measure, that was defensible. I built B properly.

A year on, we switched to A, having learned the same lesson ourselves.

TODO(caption): Option A: land the right tiles to grow the centre piece — real tension

TODO(caption): Option B: complete laps to progress — smoother, safer, and what shipped

Introducing a secondary currency

No precedent existed for how a second currency behaves inside the core game. I designed a component that lives in the level, built to communicate where the player stands in their progression toward what they're collecting — while balancing what they need to know, and when. Two states did the work:

  • Idle — collapsed. Present, but quiet enough to stay out of the way.
  • Collecting — opens as currency flies in. A progress bar fills toward the next roll.

The player always knew a roll was getting closer; no hand was ever interrupted to say so.

Postscript: the Tournament later needed a model that scales to several currencies at once — a brief in-play moment — and that became the game's standard. Roll & Win solved the instance; the Tournament generalized it.

TODO(caption): Idle: collapsed, present but out of the way

TODO(caption): Collecting: open, with the bar filling toward the next roll

Built for Reskin

A small set of replaceable UI elements — lean enough to keep reskins fast, broad enough for a genuinely new theme each cycle, centre object included. Built with dev rather than handed to them: a simplified, code-optimized build that was cheap to reskin by construction.

TODO(caption): One cycle's theme over the shared board

Post-MVP — redesigning on a year of data

Revenue slid. Some of that is fatigue — but the main diagnosis was the gameplay itself: a run ended, and players simply replayed it. No grand finish, no giant prize to build toward, and less challenge than this audience turned out to want.

The brief was to raise the ceiling while keeping dev cost short. The UX and game mechanics redesign brought back the near-miss model I'd argued for at the start — stepping up the challenge.

  • The jackpot — a prize growing with every move, collected at the end. Prototyping settled what it should be: I explored a secondary object beside the centre piece, and landed on the centre object itself — the thing players had been growing all along, and the clearest read for both UX and gameplay.
  • A final near-miss task to claim it — new game mechanics that upped the challenge: collect items from the board to win.
  • Improvements along the way — the staged progression bar made clearer, driven by player feedback from the community and social.
  • Reused layout and assets — the upgrade fit inside the original budget.

TODO(caption): The jackpot landed on the centre object players had been growing all along

Final design

TODO(caption): The clearing mid-run — the game's own space, alongside the core loop

Outcome

  • Recurring event, ~1 year live, reissued every 1–2 months on the same build.
  • Lifted revenue and engagement on every run.
  • Opened the game's world — the first additional game screen with its own game design, and the opening that broadened the farm's theme and story.
  • Introduced the first second currency, and the in-play model that preceded the game-wide standard.
  • Extended its own life — the post-MVP redesign rebuilt the payoff on a year of live data, inside the original budget.

Reflection

  • Being right early isn't the same as being persuasive. I had evidence from another team and still lost to a prevailing belief about our players. A year of revenue data made the case I couldn't.
  • The cautious ship is defensible; treating it as permanent isn't. Option B was a reasonable bet for an audience we couldn't measure. Never revisiting it would have been the real failure.
  • A feature's second design is as much a design job as its first.
  • Solve the instance, then generalize it.