Olga RadziukMISSIONS SYSTEM

Missions System

Designing a flexible engagement system for daily, weekly and event-based missions across Vegas Infinite.

PLATFORMS
VR, PC, Mobile & PS5
ROLE
Lead UX/UI Designer

01 / EXPLORATION

Finding The Right Structure

I explored different ways to balance mission progress, rewards and actions — moving from large individual cards toward a more compact structure that could scale to multiple missions and states.

Card-based Exploration

Card-based mission interface exploration.

Compact List

Compact mission list interface exploration.

Scalable Structure

Scalable mission interface exploration.

02 / CORE SYSTEM

One Framework, Different Mission Types

The final structure supported different engagement cadences while keeping progress, rewards and actions consistent across the system.

Daily Missions

Short recurring goals and completion rewards.

Daily Missions interface.

Weekly Missions

Longer challenges with higher-value rewards.

Weekly Missions interface.

Event Missions

Seasonal objectives built on the same mission framework.

Easter event Missions interface.

03 / SYSTEM LOGIC

Designing Every State

The system had to communicate not only progress, but what the player could do next — from starting a mission to completing, claiming and reaching reward limits.

Action-based Sorting

Prioritizing missions by what the player can do next.

Mission sorting and action priorities.

Progress & Claim States

Clear states from first progress to final reward claim.

Mission progress and reward claim states.

Edge Cases

Handling reward limits without blocking completed progress.

Mission system edge-case screens.

04 / DISCOVERY

Making Missions Discoverable

Missions extended beyond the main screen. I designed entry points and status cues across the Watch, homepage and in-game experience so players could see progress and available actions without actively searching for them.

Homepage

Missions discovery and progress on the homepage.

Watch Navigation

Mission status cues in Watch navigation.

In-Game Notifications

In-game Missions notifications.

VR Notifications

VR Missions notification interface.

Event Variants

Easter Missions discovery interface.

05 / REWARDS

Closing The Loop

Completing a mission needed a clear payoff. Reward states were designed to make outcomes immediately understandable while supporting different combinations of currencies, items and event rewards.

Mission reward tooltip variations.
Mission completion and rewards popup.

06 / EXPANSION

Extending The Framework

I later designed Winning Wagers as an extension of the mission framework, introducing weekly challenges that rewarded temporary Store multipliers. The concept was approved but ultimately postponed.

APPROVED CONCEPTNOT SHIPPED
Winning Wagers mission framework concept.
Winning Wagers multiplier rewards concept.
Store multiplier interface concept.

07 / THE RESULT

A Flexible Missions Framework

The shipped system supported daily, weekly and event-based missions, clear progress and reward states, and multiple entry points across the product — while leaving room for new engagement models to grow from the same foundation.

Final Missions framework showing daily, weekly and event-based mission interfaces and reward states.

MISSIONS SYSTEM