Home / Projects / Designing Event-Driven Sales for Triple Match 3D
In order to drive revenue, we introduced a new, limited time Flash sale tied to our players’ favorite event - the renovation event.
My Role
Lead UI Artist on project
Tools
Figma
Photoshop
Illustrator
Deliverables
UX/UI
Art Direction
File handoff
I was responsible for designing the template structure and supporting assets, building it on top of an existing sale to minimize production effort.

Kenya Flash Sale, live in Triple Match 3D.
The renovation event is one of the most popular features in Triple Match 3D and a key driver of player engagement. However, it was not being effectively leveraged for monetization. The goal was to make it easy for LiveOps to create and launch themed sales while maintaining the core structure.




Customized seasonal Flash Sales based on the template. All LiveOps artwork and adaptation done by me.
The template needed to be built on top of an existing feature, which defined much of the underlying structure and behavior. This limited how much the layout and flow could be changed, requiring me to work within predefined constraints rather than starting from scratch.

Existing structure used to build the template.
Logo and headline. Positioning editable.
Coin bundle can be separated from booster items.
Maximum of 6 sellable booster items. Can be placed in one or two rows.
Required timer. Color and positioning are editable.
Fixed CTA position.

Existing structure used to build the template.
By using the existing sale as a starting point, I adapted the template to fit within these boundaries. I focused on optimizing the existing layout and providing enough editable elements to easily carry various themes.




Initial layout exploration in Photoshop.


Design explorations of preferred layout.
Key decisions were made around how to organize the offer, separate currency bundles, and highlight value without breaking the existing framework. This approach allowed the feature to be implemented quickly while maintaining consistency with other in-game sales, making it easier to integrate into the current LiveOps workflow.

Final template structure
Editable logo, simplified from the initial sketch. Logo should fit event theme. The banner is only color editable, to ease localization. Position is fixed.
Most of the editing is done here. Use art that fits the theme.
Boosters are separated in an inner frame, letting the coins shine, as they are the most prized currency. The larger frame should match the banner color. Sale badge is fixed in position and color, as well as the timer and text.

Final template structure.
The sale is triggered once during the renovation event and presented at a key moment in player progression. Its one-time visibility and limited duration increase urgency, making the first interaction critical for conversion.
In addition to the template, I designed the full set of supporting assets, ensuring the visuals were fully aligned with the event theme and created a cohesive experience. This also served as a guide on how to adapt the theme to supported assets for LiveOps.




Supporting assets from left to right: Shop promotion pop up, Shop UI implementation, Lost level sale promotion, Home screen icon
The sale has been live in production for over a year and is now a recurring part of the LiveOps strategy. Its reusable structure enables fast setup with enough flexibility to not bore players. During active periods, the feature contributes to an average revenue uplift of around 4%-10%, supporting consistent monetization during high-engagement events.




Supporting assets with the Kenya theme applied. Live in game.
Connect with me on LinkedIn, email me at rdoroteja@gmail.com, or send me a meesage here.