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Case 03 · The Division 2 · Ubisoft

Season Pass Conversion

An underperforming pass, quietly leaving real money on the table at million-player scale. It was time to do something.

Top 5
revenue rank · Ubisoft live services
45→50%+
pass completion rate
2M+
players · live-service
The redesigned The Division 2 Season Pass, 'Shades of Red' season : the reward track presented as large tiles over the player agent, with a single primary purchase action.
The redesigned pass. Value above the fold, one clear action, the reward shown on your own character.
Role
Senior UX Designer
Team
Solo UX, cross-functional
Timeline
2023 · Seasons 2.0
Client
Ubisoft · The Division 2
The Setup

A strong money-maker that quietly underperformed

The Division 2 launched in 2019 as a "one and done" online game. The Warlords of New York DLC changed that, turning it into a live service, earning after the initial purchase two ways: cosmetics in the in-game Store, and a Season Pass players bought and then chased to completion.

On paper the Season Pass sat right next to the Store as a strong money-maker. In practice it underperformed. Not failing, just quietly leaving real money on the table.

With 2 million active players, "quietly" adds up fast.

The old The Division 2 Year 5 Season 3 rewards track — a linear pass showing five tiers per page across twenty pages, with a large character render filling the left half of the screen.
The old pass. This was the screen meant to sell players on weeks of grinding.
The Problem

Three problems, and they compounded

The old pass had three problems, and they stacked on top of each other.

The Division 2 season hub, 'Concealed Agenda' — events, a league and a global event fill the screen while the Season Pass sits as a 'Rewards Track' link in the right-hand column.
Can you find the pass on this screen? It's the whole right column. Most players couldn't find it either.

Then the competitive gap made all three worse. Fortnite and Call of Duty were showing their battle-pass rewards big, bold, and desirable, using presentation to sell the pass before a player spent a cent.

Two industry benchmarks side by side — Fortnite (left) and Call of Duty (right) battle-pass screens — both presenting their rewards large and desirable.
Fortnite and Call of Duty lead with the reward. The Division 2 led with a spreadsheet.
My Role

No brief, no vision, so we built the direction ourselves

Normally a brief lands with clear constraints and a vision, but this time neither came. So the Game Designer owning the broader Seasons 2.0 overhaul and I started from a blank page and built the direction ourselves.

Solo UX, partnered with the Seasons 2.0 Game Designer, plus UI, Gameplay Programming, and Monetization.

The Ambition

Let players choose their own path

The Seasons 2.0 designer had a vision. Instead of a flat linear grind through 100 levels, players would choose their own route through the rewards, picking a path that suited them. The reference points were strong: Call of Duty's hex map, Rainbow Six Siege's branching tree, DOTA's Cavern Crawl.

Path-based progression references — Call of Duty's hex map, Rainbow Six Siege's branching reward tree, and DOTA's Cavern Crawl.
Where we wanted to go. Non-linear, player-directed reward paths.

The upside was real:

I started by mapping the main flows, work out what the feature actually needed, which screens to mock up, and how it would slot into the wider Seasons 2.0 system.

The main progression and purchase flows mapped for the path-based pass, drawn as a connected flow diagram.
The flows, before a single screen was polished. This is where the constraint showed up.
The Wall

Everything had to fit inside a fixed grid

The game's technical infrastructure and UI weren't built for that kind of flexibility.

The core constraint was blunt: everything had to fit inside a fixed grid.

That killed the branching-map dream. A free-form path couldn't live on this grid without a rework nobody had time or budget for. So the question changed. Not "how do we build the fancy thing," but "how do we fix all three original problems inside the grid we already have?"

The grid gave me the shape

I used it to solve findability and access outright, and to make the reward tiles finally readable:

Findability and access were solved by placement. That left the hardest problem: making the rewards actually feel worth buying.

Three Concepts

Three answers to the value question

So I designed three different answers, then argued them to the ground with the team.

Three greyscale wireframe concepts for the redesigned pass, side by side — Value Stack, Progress Preview, and Instant Gratification.
From left to right: Concept A, B, and C.
Testing & Decision

Players wanted both, so the winner was a hybrid

We evaluated through stakeholder review, flow walkthroughs, and prototype testing, with rounds of user research along the way.

The winner was a hybrid then : Value Stack clarity plus Progress Preview visualization. Players wanted both: to know exactly what they're getting, and to see the road ahead.

What changed in the final design:

Scaling the Method

One method, applied across the product

It worked, so we applied it across the product.

TouchpointWhat I designed
VFX Store TabNew storefront, clear categories, streamlined purchase
Halloween EventEvent cache purchase and opening flow
Winter EventCommunity event with purchase integration
DLC launchFull purchase funnel and onboarding
Bundle strategyRedesigned bundle presentation and placement

Five rules every purchase touchpoint now follows

Results

From laggard to a top-5 revenue performer

What we measuredBeforeAfter
Completion rate45%50%+ (from monetization data)
Revenue rankingLagging the portfolioTop-5 across Ubisoft live services, #2 at points
Purchase flowMultiple friction pointsStreamlined
Design reuseOne-off designsTemplate for every season since
The redesigned Season Pass ('Shades of Red') — large reward tiles over the player agent with a single primary purchase action. The old Year 5 Season 3 pass — a linear rewards track, five tiers per page across twenty pages, character render filling the left half. Old Redesign
↔ Drag to compare
Drag the handle: the old pass (left) against the redesign (right). Same product, same price — just a clearer experience.

Why completion rate matters

45% to 50% doesn't sound dramatic. Here's why it is. At 2M+ active players, five percentage points is tens of thousands more completed subscriptions. A completed subscription means a player who actually engaged, which means better retention, which means higher lifetime value. Completion is the quiet metric. Anyone can sell a subscription — the real question is whether players get value from it.

The revenue story

The Season Pass went from a laggard to one of the top revenue performers across Ubisoft's live services. From the monetization data I saw, and confirmed with the monetization team, it sat in the top five and at points reached #2, behind Rainbow Six Siege, a far bigger title.

One honest note on attribution. The redesign wasn't the only lever. Bundle strategy, store visibility, and event monetization all moved numbers too. But the setup is hard to argue with: same product, same price, just a clearer experience. The UX was a real part of that lift, not the whole engine.

The long-term win is reuse. The redesigned approach became the default "this is how we do Season Pass now." Every season since follows the patterns from this work, so the upfront investment keeps paying off.

The Result That Matters

A completed subscription is a player who got value. That's the number I'd defend.

Anyone can sell a subscription with a dark pattern. Creating subscribers who actually engage (and finish) is the real work. Completion went up, the pass became a top-5 earner, and the design became the template for every season since.

What I Learned

Three things that stuck

01

Conversion is a journey, not a moment.

The purchase button is one step. Real conversion happens across awareness, understanding, decision, purchase, engagement, and completion. Design for all of it.

02

Completion beats conversion.

Selling subscriptions is easy with dark patterns. Creating subscribers who actually engage is the real work and it's the metric I'd defend over any top-of-funnel number.

03

Constraints sharpen the work.

The grid killed the ambitious version and forced the pragmatic one. The pragmatic one shipped, solved all three problems, and became the template. A constraint you design with beats a dream you can't build.

Beyond Gaming

This isn't really about games

The method transfers because friction is friction and money is money, whatever the screen says on top. Complex products that need a clear value proposition. Premium-account funnels. Onboarding that drives completion, not just signups. Checkout flows fighting abandonment.

Enterprise challengeSame problem, different context
Insurance policy purchaseComplex product, needs a clear value proposition
Banking product upgradesPremium-account conversion funnels
Subscription servicesOnboarding that drives completion
E-commerce checkoutReducing abandonment, lifting order value

And the constraint story transfers too. Every mature product team has a system they can't casually rebuild. The skill is making the win happen inside it.

Make the value obvious, cut the friction, and prove the win inside the system you've already got.

Next case →
Simplifying Complex Decisions