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Evercore Heroes: Ascension · Reward SelectionCase study, Ascension · System

Reward Selection Screen.

The reward selection screen is one of the most important moments in Ascension: after each encounter, players choose rewards that shape the rest of their run. I designed and implemented two distinct reward screens, Shared Rewards and Soulbound Blooms, each balancing clarity, teamwork and excitement.

My role
UX/UI Designer
Tools
Figma · UE5 · Adobe CC
Studio
Vela Games
Engine
Unreal Engine 5
Reward Selection Screen
Shared rewards

A cooperative moment

In the Shared Rewards screen, three rewards are presented in a shared pool. Any player can choose, and multiple players can select the same reward. I designed hover indicators so players could see what teammates were considering before locking a selection, reducing confusion and making the process feel cooperative rather than a scramble.

Shared rewards — hover indicators for teammate intent
Shared rewards — hover indicators for teammate intent
Soulbound blooms

Rewards tied to each hero

Soulbound Blooms are tied to individual heroes. 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 choosing only from their own. This introduced variety — everyone received something tailored to their hero — while keeping the experience cohesive and readable.

Early layouts for the hero-specific reward columnsEarly layouts for the hero-specific reward columnsEarly layouts for the hero-specific reward columns
Early layouts for the hero-specific reward columns
Approach

From Figma to Unreal

I started in Figma, creating layouts that emphasised clarity whether players made collective or individual decisions, then built the screens in Unreal with hover states, selection confirmations and smooth animations that made the process feel rewarding in itself.

To strengthen readability I designed a full set of reward-type icons and decorative elements (e.g. flame visuals on Flame rewards). The icons appeared on the reward screens and on the teleporters between encounters, so players always knew what type of reward they were heading toward — tying the reward system into the larger game loop.

Reward-type iconography & decorative elementsReward-type iconography & decorative elementsReward-type iconography & decorative elements
Reward-type iconography & decorative elements
Result

Shared moments of strategy

The 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. Two reward flows — shared and hero-specific — supported both playstyles while keeping rewards central to the excitement of every run.

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Evercore Heroes: Ascension