top of page
Reward Selection Screen
Screenshot 2025-08-25 104833_edited.png

Overview

The reward selection screen is one of the most important moments in Evercore Heroes: Ascension. After each encounter, players are presented with a set of rewards that will shape the rest of their run. I designed and implemented two distinct types of reward selection screens: Shared Rewards and Soulbound Blooms. Each type had unique UX challenges, but both needed to balance clarity, teamwork, and excitement.

Shared Rewards

In the Shared Rewards screen, three rewards are presented in a shared pool. Any player can choose from these options and multiple players can select the same reward. To support this, I designed hover indicators so that players could see what their teammates were considering before locking a selection. This reduced confusion, encouraged collaboration, and made the process feel like a cooperative moment rather than a scramble.

Soulbound Blooms

Souldbound Blooms are rewards that are tied to individual heroes. In this version of the screen, each player sees a dedicated column of rewards unique to their character. For a three-player team, that meant three columns side by side, with each player limited to choosing only from their own column. This introduced variety - every received something tailored to their hero - while still keeping the overall experience cohesive and readable.

Some early designs and mockups exploring potential layouts.

Design Approach

I started in Figma, creating layouts that emphasised clarity and readability whether players were making collective or individual decisions. From there, I brought the screens in Unreal, building hover states, selection confirmations, and smooth animations that mde the process feel rewarding in itself. Subtle touches, like transition animations and feedback effects, helped elevate the experience.

To strengthen readability, I also designed a full set of reward type icons as well as the decorative elements on each of the rewards screens (e.g. flame visuals on Flame type rewards). The icons were used not only on the reward screens, but also in the teleporters between encounters, so player always knew what type of reward they were heading toward next. This visual language helped tie the reward system into the large game loop and game players clear, consistent feedback at every stage.

Group 942678_edited.png

Result

The reward selection system worked seamlessly in both solo and multiplayer runs. For solo players, it delivered clarity and a strong sense of progression. For teams, it encouraged coordination and made reward choices feel like shared moments of strategy. By designing two different types of reward flows — shared and hero-specific — I was able to support both playstyles while keeping rewards central to the excitement of every run.

bottom of page