CASE STUDY / 02

River Rush

River Rush

Designing a LiveOps event by introducing a player-first design process.

Designing a LiveOps event by introducing a player-first design process.

COMPANY

Rovio Entertainment

PRODUCT

Angry Birds Dream Blast

ROLE

Senior UX Designer

TEAM

Product Manager · Game Designers · Developers · LiveOps stakeholders

RESPONSABILITIES

UX Strategy · Live Ops Feature Design · Player Experience · Prototyping · Cross-functional Collaboration

Designing competition, emotion and choice into a LiveOps experience

EMOTIONAL
MOMENTS

Designing competition, emotion and choice into a LiveOps experience

EMOTIONAL
MOMENTS

01 / OVERVIEW

The event wasn’t only about progression. It was about memorable moments.

River Rush was a limited-time LiveOps event designed from scratch to create a competitive and emotionally engaging player experience. The challenge was not only to build a race mechanic, but to understand what would make players feel excitement, ownership and motivation throughout the journey.

I brought a player-centred design approach into the process, using player motivations and behavioural insights to align the team and shape both the game mechanics and emotional moments of the experience.

02 / DISCOVERY

Understanding what makes players come back

Before defining mechanics, I introduced a player-centred discovery phase to understand what would motivate players to compete, engage and return to the experience.

Through collaborative workshops with Product, Game Design and cross-functional stakeholders, we explored player motivations, emotional goals, existing behaviours, success criteria and key assumptions behind the event.

This shifted the conversation from "What feature should we build?" to "What experience do we want players to have?"

DESIGNING THE “DON’T LET IT CATCH ME” MOMENT

03 / DESIGN PRINCIPLES

Introducing a player-centred LiveOps process

01

Start with player motivation

Align the team around what makes players care before defining mechanics.

02

Create emotional peaks

Use rewards, celebration and character moments to make progress memorable.

03

Design together, earlier

Bring UX into the definition phase through workshops, discovery and shared decisions.

THE KEY INSIGHT

Great LiveOps experiences are not built around mechanics. They are built around player motivation and emotional connection.

Great LiveOps experiences are not built around mechanics. They are built around player motivation and emotional connection.

Players don’t just remember what they achieved. They remember how the experience made them feel. The discovery process shifted our focus towards emotional peaks, playful character moments and experiences players wanted to return to.

04 / SOLUTION

Designing a LiveOps loop players could feel

Designing a LiveOps loop players could feel

From a functional event to an emotionally engaging player experience

PLAYER AGENCY

A reason to compete

River Rush event progression map

REWARD & DELIGHT

Make winning feel worth it

River Rush character moment

CHALLENGE

EXCITEMENT

ACHIEVEMENT

AGENCY

RETENTION

EMOTIONAL DESIGN

EMOTIONAL DESIGN

Creating moments of delight

Creating moments of delight

One of my main focuses was introducing emotional design into the experience. The objective was to go beyond functional feedback and create moments that generated positive emotional responses. We designed interactions where players’ favourite characters reached moments of maximum excitement, supported by playful animations and expressive reactions. These moments transformed progression milestones from simple rewards into memorable experiences. The goal was simple: make players smile.

River Rush progression beginning and milestones

COMPETITIVE DRIVE — "I want to reach the finish line first"

River Rush character celebration

EMOTIONAL PAYOFF — "I want winning to feel special"

River Rush choose your reward screen

PLAYER AGENCY — "I want to feel in control of my journey"

05 / IMPACT

TOP 2

Among the strongest LiveOps events for player engagement and retention.

UX EARLIER

UX EARLIER

A player-centred process that aligned the team before execution.

06 / REFLECTION

Design influence starts before the first screen is created.

River Rush reinforced one of my strongest beliefs about UX: the biggest achievement was not a specific interaction or visual solution. It was helping a team shift from designing features to designing experiences. By creating space for research, alignment and shared understanding, UX became a strategic partner in deciding what was worth building.

Delia Ramos — Senior UX Designer

Available for meaningful player experiences

Available for meaningful player experiences