
Approach to Rewards
Ultimately, the goal of rewards design is to create an incentive to keep players playing. Below are just some quick examples.​
Mock Up: Class Mastery
This is a more in-depth mock up created to show my design philosophy for a rewards system. Based off the Overwatch 2 Hero Mastery system, this system aims to rewards players who invest practice and time into their characters.
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System Goals:
- Create a long term, scalable system that offers a continuous sense of progression for players
- Create incentives to play different specializations of the same class
- Create a platform for presenting spec specific information such as rotation and spell tutorials
- Offer more single player content challenges akin to mage tower to show off player mastery
- Reward players with spec specific titles, mounts, and transmog that give players a sense of achievement

Mock Up: Mythic+ Reforged
Refreshing the M+ experience by easing players into the end game activity, incentivizing play, and rewarding the time invested.
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Add queues for Mythic Plus.
- A lot of time investment goes into looking for a key which can be alleviated with a queue. LFG should still be open for those who prefer to create their own team without automatic matchmaking.
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Keys no longer deplete.
- In order to foster a better environment for players to learn dungeons, keys should be easy to repeat and practiced without the fear of lowering a key level.
More incentives and rewards.
- More titles, more transmog, more motivated people.