
Role
Product Design
Game UX
Token Systems
Dashboard UX
Product Strategy
Tools
Figma
Notion
Dune
Discord
Timeline
10 weeks
The Problem
Pirate Nation players needed a clearer way to understand how gameplay, social participation, and community loyalty contributed to future rewards.
The Solution
Create a points and airdrop dashboard that connects token allocation logic to visible player actions, with separate paths for in-game achievements, social tasks, and community contribution.

Token Allocation and Airdrop Dashboard
The first challenge was turning a complex reward program into something players could actually follow. The dashboard needed to explain how points were earned, what actions mattered, and how a player’s pirate crew was progressing toward potential allocation without making the system feel like a spreadsheet.

Player frustrations
Web3 reward programs can feel opaque. Players often see hints of points, snapshots, multipliers, and eligibility rules, but they do not always know which actions are worth their time.
Primary Frustration
Token allocation can feel mysterious when players cannot connect their daily activity to a visible progress system. That uncertainty weakens motivation and trust.
Secondary Frustration
Pirate Nation activity happens across the game, Discord, social channels, referrals, and events. Without one shared view, players have to guess what counts.
How might we make earning points feel transparent, fair, and pirate-worthy?
What can we do?
We can build a dashboard that groups tasks by source, explains reward value, and shows progress toward eligibility without overpromising final allocation.
What will improve?
Players can see what to do next, understand why it matters, and feel confident that their voyages, battles, and community activity are being recognized.

Tasks and functionality
The system was structured around two kinds of contribution: in-game activity and social participation. In-game tasks could include quests, crafting, battles, ship progression, and marketplace behavior, while social tasks could include Discord roles, referrals, content sharing, and limited-time campaign missions.
In-Game Point Paths
Players needed a clear view of quests, milestones, multipliers, and completed actions. Each task card had to show what counted, how much it was worth, and whether the action was repeatable or one-time.
Social Task Tracking
The dashboard also needed to reward the wider crew. Social tasks helped players connect wallets, verify community actions, track referrals, and understand how off-game participation supported a stronger claim profile.

Designing the Airdrop Experience
The dashboard was designed to feel like a captain’s log for rewards: a place where players could check their standing, review completed tasks, discover new opportunities, and understand the relationship between points, multipliers, and eligibility.
Progress Without False Promises
Because token allocation is sensitive, the interface avoided implying guaranteed rewards. Instead, it focused on verified actions, estimated contribution, clear status labels, and plain-language education.
Crew Motivation Loops
Leaderboards, streaks, campaign windows, and milestone badges helped the system feel more like a pirate expedition than a compliance checklist. The goal was to make progress feel earned, visible, and shareable.

Result
The prototype gave players a clearer reward journey and gave the team a flexible framework for balancing in-game contribution, social participation, and future allocation logic as the Pirate Nation economy evolved.

Card Game UX
The second focus was a lighter pass on card game UX. Pirate-themed RPG battles need to feel quick, readable, and tactical, especially when players are choosing between actions, resources, and risk in a compact interface.
Player frustrations
Card battles can become hard to parse when stats, costs, effects, cooldowns, and turn states compete for attention. Players need to know what they can do now and what will happen next.
What can we add?
Add clearer card hierarchy, action states, and turn feedback so every move feels readable before it feels flashy.
How can we improve it?
Use stronger visual grouping for card cost, effect, target, and reward so players can compare options quickly.
Endless Tactical Choices
The UX pass focused on making each card legible at a glance. Cost, rarity, damage, status effects, and action availability needed distinct placement so players could make confident decisions during a turn.
Card States
Cards needed clear default, playable, selected, disabled, and resolved states. These states helped players understand when an action was available and why a card could not be used.
Battle Feedback
Short animations, effect labels, and outcome previews helped attacks feel satisfying without slowing the match. The interface had to support quick play while keeping consequences visible.
Expansive Design System Built for Adaptability
I created interface patterns for reward cards, task rows, point summaries, dashboard filters, card states, battle labels, and status chips. The system balanced pirate flavor with the clarity required for the vast landscape of web3-native interfaces, rewards and competitive game decisions.

Three key learnings
1. Web3 reward systems need transparency before they need hype
2. Points dashboards work best when in-game and social tasks share one readable progress model
3. Card game UX succeeds when choices, costs, and consequences are visible before the player commits
Next steps
The next phase would expand the airdrop dashboard with richer campaign filtering, wallet-level history, anti-abuse signals, and clearer education around allocation timing. For the card game, I’d continue testing turn flow, card readability, and battle feedback with real players to make every pirate decision feel fast, fair, and satisfying.