Gamification · 2026

Retention System Play4tune

I designed Play4tune’s mobile retention system end to end: missions, tournaments, store and profile connected by a HUB.

Role
Product Designer · end to end
Duration
Feb–Sep 2026
Platform
Mobile
Team
Me (design) + Product + Engineering

Challenge

In an online casino, players tend to log in, play and leave. Play4tune needed a reason for them to come back that didn’t rely on deposit bonuses alone.

The design challenge was to bring missions, tournaments, a rewards store and the player profile into a single system, without scattering five new mechanics across the casino interface and without asking players to learn complicated rules to take part.

Solution

I led the design of the whole system, from flows to final screens, together with Product and Engineering and on top of the multi-tenant Design System.

  1. A HUB at the center of the loop

    I brought the modules together in a HUB. From there, players reach missions, tournaments, store and profile in one tap and see their coin balance at the top, without hunting for each mechanic across the platform.

  2. Coins as the common thread

    I made coins connect the modules: missions and tournaments pay out coins, the store turns them into spins on favorite slots, and the profile closes the cycle with ranking, level and history.

  3. Buying without losing context

    In the store, I also put the cart in a widget with a notification, so players can keep browsing the catalog before checking out.

  4. Tournaments that are easy to follow

    I separated the tournament list from each tournament’s detail. In the detail, I organized leaderboard, eligible games and rules into three tabs and kept the total prize pinned to the top of all of them.

Result

The system went into production at Play4tune with all five modules connected by the HUB. Because I used the same tokens and components as the multi-tenant Design System, the new screens followed the platform’s standard instead of creating a parallel interface.

The numbers below describe the project’s scope, not business results.

modules connected by the HUB
5
mobile screens
15
currency for the whole loop
1
tabs in every tournament
3