shopee indonesia

shopee indonesia

shopee indonesia

Adapting level-based mechanics into an arcade game that boosts revenue

Adapting level-based mechanics into an arcade game that boosts revenue

role

Product Designer

scopes

Gamification
E-Commerce
Product Design

collaborators

1 Product Manager
2 2D Artists
1 UX Writer
1 Sound Designer
Engineer Team

timeline

Q3 - Q4 2023

Background

Shopee Pets is one of Shopee's top-earning games, with an arcade-like ecosystem where users have the options to either play in free mode or spend coins in return for bigger rewards. The rewards take form in either Shopee coins or in-game items that they can give to their "pets".

In late 2023, Shopee Pets regional team wanted to release a new game for its arcade collection. The new game should adhere to the established fast-paced gameplay with multiple play modes, while retaining a unique element that differentiates it from the existing Shopee games.

Before Shopee Pets existed, Shopee Games team had entertained the idea of a cooking game. It's fun, has a low learning curve, and matches our demography. But it never kicked off. Why?

One, because it would've been another level-based game. At the time, Shopee already had 3 level-based games: Shopee Candy, Shopee Bubble, and Shopee Tebak Kata. They had a very large player base and require significant resources to maintain.

Two, even though level-based games are also profitable, their key business goal is for retention. Our current focus is revenue—hence where Shopee Pets comes into play.

Two, even though level-based games are also profitable, their key business goal is for retention. Our current focus is revenue—hence where Shopee Pets comes into play.

But the idea still sticks. We just need to tweak it.

But the idea still sticks. We just need to tweak it.

discovery

Goals

Each stakeholder has their respective problem statements and goals:

Business says...

I want a new Shopee Pets arcade game with cooking mechanics that drives revenue growth.

Business says...

I want a new Shopee Pets arcade game with cooking mechanics that drives revenue growth.

Business says...

I want a new Shopee Pets arcade game with cooking mechanics that drives revenue growth.

User says...

I want to earn big rewards from playing the game and have the freedom to pick a game mode.

User says...

I want to earn big rewards from playing the game and have the freedom to pick a game mode.

User says...

I want to earn big rewards from playing the game and have the freedom to pick a game mode.

Product says...

I want a rewarding progression system that is suitable for arcade gameplay and has its own unique element.

Product says...

I want a rewarding progression system that is suitable for arcade gameplay and has its own unique element.

Product says...

I want a rewarding progression system that is suitable for arcade gameplay and has its own unique element.

Design says...

I want to organize all game assets in one place so they can be easier to maintain for future pipelines.

Design says...

I want to organize all game assets in one place so they can be easier to maintain for future pipelines.

Design says...

I want to organize all game assets in one place so they can be easier to maintain for future pipelines.

Constraints

No multi-level mechanics

All progression must occur within a single short gameplay session.

No multi-level mechanics

All progression must occur within a single short gameplay session.

No multi-level mechanics

All progression must occur within a single short gameplay session.

Proposed Solutions

Business

Bring in revenue from shop ads and users' in-game spendings.

Business

Bring in revenue from shop ads and users' in-game spendings.

Business

Bring in revenue from shop ads and users' in-game spendings.

User

Different game modes (free, ads, paid) where ads and paid modes offer bigger rewards.

User

Different game modes (free, ads, paid) where ads and paid modes offer bigger rewards.

User

Different game modes (free, ads, paid) where ads and paid modes offer bigger rewards.

Product

A milestone-based progression system that's achievable within the gameplay's time limit and feels unique.

Product

A milestone-based progression system that's achievable within the gameplay's time limit and feels unique.

Product

A milestone-based progression system that's achievable within the gameplay's time limit and feels unique.

Design

A Figma asset library to organize all game assets.

Design

A Figma asset library to organize all game assets.

Design

A Figma asset library to organize all game assets.

exploration

Benchmarking

Business, User, and Design solutions are straightforward enough. The Product solution, however, brings us to the challenge: How might we design a unique arcade experience that emulates the joy of progress found in level-based games?

I did a competitive benchmark study covering various mobile cooking games and shared the findings with the product team. The focus areas are game progressions as well as unique game elements.

We combined competitive benchmarking and whiteboarding sessions to solve the progression system.

We found that score bars were common in cooking games, often represented by a set of star milestones that determine the rewards earned at the end of a level. As for unique game elements, there are many examples: from dynamic kitchen layouts, varying customer preferences, and special occurrences.

That's when I had a light bulb moment: Take these concepts, and put our own spin on it.

"VIP" Customers

In fiction and games, the term "boss" is nothing new. Harry Potter faces a new villain boss every year. Hawke from Dragon Age II fights a new one at the end of each act. Many games have boss encounters after players accumulate some progress. With that comes the giddy anticipation as they get closer.

Back to the star milestones. What if, instead of stars, we called it "boss" milestones? Or better yet: VIP milestones?

A VIP customer appears once you hit a milestone. They offer bigger rewards, but their patience bar decreases quicker. Anticipation builds—will you get the rewards, or will you lose a customer instead? Lose too many customers, you lose all lives, and the game ends.

A VIP customer appears once you hit a milestone. They offer bigger rewards, but their patience bar decreases quicker. Anticipation builds—will you get the rewards, or will you lose a customer instead? Lose too many customers, you lose all lives, and the game ends.

Wireframe Mockups

With gameplay mechanics and product requirement set, I began creating the wireframe mockups and designing the screen flows. I also created a simple Figma prototype to showcase the basic gameplay so the team could see it in action.

Wireframe mockup on landing page with different entry points to different game modes

Wireframe mockup on kitchen layout progression per round with different food themes

A snippet of user flows covering scenarios of overcooked food, VIP customers, and losing customers

Figma prototype on how to serve a customer

This prototype helped engineers build a demo in Cocos game engine featuring all 3 rounds, focusing on gameplay, interactions, timing, and whether the kitchen layout works. UI and visuals were left unpolished as they were not yet the focus.

We shared the demo internally to gather early feedback. Overall, the gameplay experience was deemed good enough (many were excited whenever the "Incoming VIP" sign appeared), with minor adjustments for timing and tapping interactions when serving a finished order.

iteration

Final Design

With the gameplay flow, timing, and interaction finalized, I began polishing the UI. It was a pretty straightforward process since Shopee Pets already has an established design style with flat, bright colors, cell shading, and visible outlines.

Illustrations, background images, and stylistic icons were created by our 2D artists. As product designer, my job is to review these assets, especially the cooking stations and ingredients, to ensure they look clickable and fit together well on mobile screens.

Landing page entry points for different play modes: Free, Ads, and Paid

Gameplay, popup, and result screen

Guided tutorial screens for first-time users

Design Annotations and Asset Checklist

For handoffs to engineers, I made design annotations for key gameplay components, as well as collaborated with the product manager to fill in the asset checklist. Throughout the development process, we also conducted play testing for more feedback.

Design annotations on Figma

Filling in the asset checklist; nothing must go unlisted!

evaluation

Impact and Performance

20% Shopee Pets revenue growth at first launch in Indonesia

20% Shopee Pets revenue growth at first launch in Indonesia

20% Shopee Pets revenue growth at first launch in Indonesia

Globally launched in 7 countries for Shopee 12.12 campaign

Globally launched in 7 countries for Shopee 12.12 campaign

Globally launched in 7 countries for Shopee 12.12 campaign

Shopee 12.12 Birthday Campaign

With positive user sentiments, marketing teams from other countries were interested. Cook King was launched globally during Shopee 12.12 Birthday campaign in 7 countries: Indonesia, Singapore, Malaysia, Brazil, Thailand, Taiwan, and Vietnam.

In the spirit of the birthday campaign, the design team re-skinned the game from Noodle theme into Cake theme.

Comparison between the BAU (business-as-usual) Noodle theme (left) and Cake theme (right)

Organized Asset Library

The tremendous variety of game assets and the opportunity for new food themes in the future calls for a Figma asset library. With this, all asset variants are properly organized with easier time in switching components or re-skinning themes in the future.

A snippet of the asset library in Figma

key takeaways

Embrace the opportunity to gather your resources.

When faced with a challenging task, in this case adapting level-based mechanics into an arcade gameplay, knowledgeable product designers can leverage diverse resources to solve the problem.

An organized design documentation goes a long way.

Game projects that involve numerous assets should be meticulously organized, especially if there's a possibility of re-skinning down the line. Creating the asset library simplified switching between themes for each game component and maintaining organized design files.

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© 2025 Adela Pakke · Built in Framer

© 2025 Adela Pakke · Built in Framer

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