StarCraft II's ranked ladder was one of the game's core competitive systems, defining how millions of players measured skill, tracked progress, and earned recognition. As Lead UX Designer, I led the player experience for the ranking system, partnering with engineering and data science to shape each major iteration. We replaced the traditional numeric rating model with seven visual leagues, transforming competitive ranking into a stronger sense of identity while making progression easier to understand, celebrate, and aspire toward.
Players progressed through seven visual leagues—Bronze, Silver, Gold, Platinum, Diamond, Master, and Grandmaster—creating a clear path from beginner to the highest levels of competition.
StarCraft II's ranked play was experiencing player churn. Research revealed distinct player populations with different needs. Highly skilled players wanted rankings that accurately reflected their ability, while less experienced players needed enough positive reinforcement to keep playing.
Qualitative research, quantitative analysis, and cross-functional collaboration shaped each iteration before player behavior validated the results.
Each major release tested a different hypothesis. Findings from one model informed the next, moving the ranked system from population-based distribution to skill-based progression and ultimately to persona-driven design.
The initial design distributed the first five tiers evenly by population. Each tier held 20% of players, with Master and Grandmaster reserved for the top 3%. Players responded positively, finding the distribution fair and easy to understand. This became the baseline.
Qualitative feedback and MMR (Matchmaking Rating) analysis revealed that the league distribution no longer aligned with the underlying skill curve. Bronze and Silver contained too many players while Gold had too few. As those players improved, the league structure wasn't providing progression that reflected their actual development.
I redesigned the league distribution around the skill curve, reducing the size of Bronze and Silver while expanding Gold.
Even after the skill-based redistribution, engagement problems persisted in Bronze and Silver. Continued analysis pointed to a more specific problem. Players in different tiers had fundamentally different motivations and responded to different things, which meant grouping by skill alone still wasn't enough.
I led the analysis that produced four data-driven player personas.
Motivated by competitive accuracy. Rank needs to reflect true skill, and even minor inflation erodes trust in the system for this group. Master and Grandmaster, top 5%.
Value meaningful, accurate skill progression. Advancement milestones are what keep this group playing, so the design shows clear progress indicators when a tier boundary is within reach. Platinum and Diamond.
Feel competent and broadly satisfied, but not driven to advance. Progression indicators are intentionally vague to keep players feeling competent without pressuring them to advance. Gold.
High drop-off risk. This group responded more to winning than to rating accuracy, so the design uses a wins-based progression model where players advance on wins alone and can move up with a win rate below 50%. Bronze and Silver.
The final system gave each persona a distinct progression model. Casuals used wins-based advancement rather than rating accuracy, which required separating their ranking logic from the rest of the ladder. Upper tiers remained purely skill-based, preserving competitive integrity for Competitors. Gold held at 40%, anchoring the Hobbyist population at the center of the curve where most players sit.
Quantitative results measured against the prior major release and validated by internal data science teams.
Recognition
I was invited as a guest speaker to the Wharton School of Business by Professor Kevin Werbach for his course "For the Win," on game design principles and behavioral motivation systems.