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Illuvium Missions

Illuvium Missions is the quest and rewards hub that shipped alongside Open Beta to drive the 200,000 ILV AirDrop campaign. I designed the dashboard from the ground up with minimal briefing, defining how daily, weekly, and milestone missions surface across the ecosystem, and led the follow-on redesign of player profiles and inventory for a more social, readable experience.

Client Illuvium
Role Product Designer
Services
Product DesignGame UX
Year 2024
Illuvium Missions cover

Overview

Open Beta was going to ship with a 200,000 ILV (roughly $7M USD) AirDrop campaign tied to daily and weekly missions across all four games, and players needed somewhere to track it. I designed the missions dashboard from the ground up with minimal initial requirements — defining the system end-to-end, including how daily, weekly, and milestone missions surface, how reward points visualise, how multipliers behave, and how onboarding steps new users through it without a wall of text.

That work spun out a second brief: the existing player profile didn’t match where the ecosystem was heading. I reimagined profiles around social readability — splitting inventory into its own dedicated section for better item management, surfacing missions completed and milestones earned, adding social links, and featuring the Illuvium Referral Code (Ally Code) so players could pull other players in without leaving their profile.

Illuvium Missions
Illuvium Missions detail
Illuvium Missions detail

Outcome

The missions dashboard shipped for Open Beta and became the primary way players engaged with the AirDrop Rewards campaign, giving the ecosystem a single, legible surface across four games. The profile revamp is in development and is the foundation for a more social, identity-led Illuvium experience.

What I learned

Shipping a system with minimal initial input teaches you to be comfortable making the first call. The brief said “missions dashboard” and left the rest to me, which meant the design had to do double duty: it had to solve the tracking problem and define what missions even were inside the product. That reshaped how I take ambiguous briefs now — the first deliverable isn’t a screen, it’s a written spec that forces the hidden decisions into the open.

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