Camila Queiroz
Moonlight Fest UX - User Case
Moonlight Fest was a brand-new seasonal event and the first festival of its kind in Prodigy. Built on the existing modular framework, it introduced a Lunar New Year–themed experience, a new narrative, a revised story progression structure, and Moon Gate -which leads to member-exclusive content such and Members only quests.
The goal was to create a clearer, more guided festival experience tailored to younger players.
Product: Prodigy Game, Desktop & Mobile
Audience: Children aged 7–12
Role: Senior Game & UI Artist (UX-focused)
Scope: Feature UX, UI systems, narrative alignment, implementation
Problem
Previous festivals revealed recurring UX challenges:
-
Players struggled to understand where to go next
-
Rewards and progression were frequently missed
-
Too many options led to disengagement, especially for younger users
-
Member value wasn’t always clear or contextualized
Moonlight Fest aimed to reduce cognitive load while improving discoverability and engagement.
Key UX Challenges
-
Designing a multi-step event without an established player mental model
-
Teaching progression without heavy text or long timers
-
Making rewards visible and motivating
-
Integrating premium content without disrupting flow
Design Solutions
Festival Guidance System
I designed a guidance layer within Lamplight Town that surfaced next steps directly in-context, using visual cues and progressive sequencing to reduce overwhelm and reinforce learning through action.
Moon Gate (Member Experience)
The Moon Gate acted as a strong visual anchor for member-exclusive content. By embedding it naturally into progression, membership value felt integrated rather than interruptive.
FTUE Through Narrative
A lightweight onboarding flow was integrated into the story. Instead of relying on instructional text, players were encouraged to act immediately — claiming rewards and progressing hands-on.
UX research informed this approach:
-
Children often ignore “days left” messaging
-
Immediate feedback increases comprehension
-
Action-based learning outperforms passive explanation
Outcomes & Learnings
-
Clear guidance improved player confidence and engagement
-
Linear task presentation reduced cognitive overload
-
Strong visual feedback increased reward awareness
-
Embedded premium content felt more approachable
-
Established a clearer UX foundation for future festivals
Implementation Note
Due to late-stage scope changes, not all UI refinements shipped. The playthrough reflects the live implementation, followed by wireframes representing the intended UX direction.





