The problem
After Bungie's 2019 split from Activision, Destiny 2's monetization store was underperforming. Players were vocal about their distrust of loot boxes and subscription models. We needed a new revenue path players would actually want to buy into, and it could not repeat the loot-box mistake.
Constraints
- Two-week timeline to concept, design, and spec for engineering
- Had to feel instantly familiar to players who already understood Fortnite/Rocket League-style passes
- Needed a dedicated, easy-to-find home in the Director tab
- Cost-effective to build with existing UI systems
Research & competitive analysis
Player interviews were consistent. Loot boxes felt pay-to-win and opaque. Players consistently said they preferred Battle Pass formats, where progress felt earned through steady play. I studied Fortnite's Battle Pass and Rocket League's Rocket Pass to understand tier systems, color-coding conventions, and how in-game currency was surfaced.
Competitive references
Approach
- Designed a 100-rank tier grid, 10 ranks visible per page, built for reuse of existing icon assets
- Color-separated Free and Paid tracks so players could tell their eligible rewards at a glance
- Built the Silver-currency purchase flow directly into the same screen
- Gave the Season Pass its own entry point in the Director tab for discoverability
Explorations
Layout passes on the rank grid, run against a placeholder season theme before the final direction was locked. Click any screen to view it full-size.
Shipped design
The 100-tier pass
The Season Pass as it shipped in Season of the Undying: 10 ranks per page, Free and Paid tracks color-separated, with the bonuses row beneath.
Deeper rank rewards
Reward pacing at the deeper ranks, keeping late tiers worth the climb.
In motion
The Season Pass screen and its reward reveals in motion.
What I'd do differently
The pass was highly successful, but I wish we had more time on this project to explore additional layouts that didn't look like the typical Fortnite track presentation.






