Zynga · FarmVille 2: Country Escape

One sale template for every feature

Role
UX designer, first sketch to final screens
Game
FarmVille 2: Country Escape
Players
400K+ daily active
Goal

Design one pack that re-themes for any feature and stays clear whatever gets plugged into it.

The Pet Pals Pack on iPad
Overview

FarmVille 2 runs many features at once: pets, cards, fishing and more. Zynga wanted progression sales that could sit on top of any of them, several at a time.

Problem

Every pack is different underneath

Each pack is tied to a feature and to the player's progress in it. The number of tracks, the tasks, the rewards, the grand prize and where the pack shows up all change from one pack to the next, and several packs can run at the same time.

Process

Design by elimination

How I worked

Try many layouts quickly, then cut anything that slowed down the path to the purchase buttons.

What I judged

How easy each one was to read, where the eye went before the buttons, and how clearly the tasks led to the grand prize.

Version 1 · Flipbook

A flipbook of sales

My first idea was a flipbook. Every sale running at the time gets its own page, and players flip between them. Nothing else in the game worked like this, so it would feel fresh.

Why I cut it: it kept players engaged, but reaching a sale took several taps. Every extra tap is a chance to drop off before the purchase.

The flipbook opens on the pack's intro pageOpen in Figma ↗
Version 2 · Narrowing

Six layouts for one screen

Next: a single screen with one tap in, visually tied to its feature. The hard part was placement, so I moved five blocks around until one layout clearly worked.

Yellow is the header, teal the key art, blue the grand prizes, pink the purchase buttons and green the tasks and rewards.

Prototype
Click through the six layoutsOpen in Figma ↗
Decision

One layout survived

What I looked at

Information hierarchy, where the eye travels before the purchase buttons, and how clearly each track leads up to its grand prize.

What survived

One layout: key art and grand prizes along the top, tasks on the left, and a single purchase bar along the bottom. I refined it into the final design.

Version 3 · Finesse

The final layout, block by block

It reads in one pass: what the pack is, what to do, what you get, and how to unlock it.

The final layout, block by block1234567
  1. 1HeaderPack name and timer, themed per feature
  2. 2Key artTies the pack to its feature at a glance
  3. 3Task tracks (horizontal)One row per task, read left to right
  4. 4Help screenRules live one tap away, not in a tutorial
  5. 5Reward tracks (vertical)Free, then two paid tracks, grand prize on top
  6. 6Navigation tabsSwitch between packs running at the same time
  7. 7Purchase CTAsOne bar, right under the rewards they unlock
Prototype
Each block added in reading orderOpen in Figma ↗
Nuance and constraint

Built to be re-skinned

The same template flexes with very little re-theming. A pack can have one, two or three tracks. Tasks and rewards change with each feature. And packs for different features can run side by side.

3 tracks
3 tracks
2 tracks
2 tracks
1 track
1 track
A second pack
Card Bonanza running next to Pet Pals: tasks and rewards swapped (teal), decoration reused (orange)
Card Bonanza running next to Pet Pals: tasks and rewards swapped (teal), decoration reused (orange)
First-time experience

Free rewards first

A short intro breaks the locks on the free track. That small win feels good, and nudges players towards the two paid tracks.

The first-time flow
Purchase

What buying a track looks like

Cards change state as a track is bought, its rewards unlock and then get collected, so players see exactly what they paid for.

Buying a track and collecting its rewards
Nudge

Locked rewards wiggle

If a player taps a ready reward on a track they haven't bought, the locks wiggle and a tooltip points them to the buy button.

Tapping a locked reward
Surfacing and reminders

A reminder as time runs out

Close to expiry, the pack shows up on the message board: three days left, then two, then one.

Reminder on the message board
Last chance

One more chance after it ends

Players who finished 5 or more tasks without buying get a final offer to claim their rewards. We A/B tested two versions.

Variant A: both buttons side by side, for an equal comparison.

Variant A

Variant B: the second button appears after a short delay, to pull attention to the purchase.

Variant B
Outcome

What the template made possible

For the team

New packs need only new art, tasks and rewards. The layout, flows and states carry over.

For players

One screen that explains itself, the same way every time, whichever feature the pack belongs to.

Thank you for reading!

Let’s make something clear.

Wish to see beyond UX?

Check out my art and architecture work on Behance ↗