Valorant Game Gifting System
A 5-day UX design sprint case study creating a gifting feature for Valorant, from concept and sketches to testing a high-fidelity prototype.
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Tools
Figma
Tools
Figma
Tools
Figma
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Timeline
1 week
Timeline
1 week
Timeline
1 week


The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.


Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.


Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.


Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Valorant Game Gifting System
A 5-day UX design sprint case study creating a gifting feature for Valorant, from concept and sketches to testing a high-fidelity prototype.
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Tools
Figma
Tools
Figma
Tools
Figma
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Timeline
1 week
Timeline
1 week
Timeline
1 week


The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.


Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.


Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.


Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Valorant Game Gifting System
A 5-day UX design sprint case study creating a gifting feature for Valorant, from concept and sketches to testing a high-fidelity prototype.
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Services
Game UX, Game Strategy, UX/UI Design
Tools
Figma
Tools
Figma
Tools
Figma
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Value
A design sprint focused on the creation of a gifting system that blends into the design system of the video game Valorant.
Timeline
1 week
Timeline
1 week
Timeline
1 week


The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
The Context
As of today, Valorant, Riot Games’ competitive first-person shooter, lacks an in-game gifting system. Despite ongoing interest from the community, the last known update confirmed the feature had been deprioritized.
To address this gap, I executed a five-day design sprint to conceptualize, prototype, and test a functional gifting system. This was a feature design exercise built within Valorant's current design system, not a full UI overhaul
Click here to view the prototype
My Role
Conception
UX Research
User Experience Design
User Interface Design
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 1: Understanding the Problem
Research
In a 2020 Ask Valorant post, Riot Games stated a gifting system was scheduled for release by year’s end, but it never launched. By 2022, gifting was placed on the backlog and marked as a lower priority.
This sparked widespread debate across gaming communities and media. Players voiced frustration, noting that gifting could increase both player satisfaction and in-game revenue. Currently, the only workaround involves buying third-party gift cards and manually sharing codes. This is a tedious, error-prone, and potentially insecure process.
The Problem
Players want to support the game and gift cosmetic items to their friends. However, the lack of a built-in system means users must rely on inconvenient or risky alternatives, creating friction and lowering engagement.
How Might We...
Allow players to easily gift cosmetics to friends?
Make gifting feel secure and straightforward?
Embed the feature into the current store flow?
Encourage engagement through social features like gifting?
Design Decisions
A key consideration was the placement of the gifting feature. Should it exist as a standalone tab or be embedded into the existing store?
I decided to integrate the gifting option within the current store UI. This aligned with:
The user mindset, since players entering the store are already primed to spend.
Design consistency, since Riot’s League of Legends implements gifting within the store, which lowers the learning curve for players who switch between games.
Mapped User Flow
A visual map was created to outline the complete gifting experience:
Enter the store.
Select the "Gifting" tab.
Choose an item and a friend.
Review and confirm.
Receive a confirmation message.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.
Day 2: Sketching Ideas
Lightning Demos
I explored gifting flows from other Riot titles and popular shooter games to gather inspiration. These lightning demos highlighted successful UX patterns and visual strategies.
Crazy 8s Sketching
Using the Crazy 8s method, I generated a variety of potential interface layouts. This helped rapidly explore different flow models and screen designs before narrowing down to the most intuitive and cohesive concept.


Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.
Day 3: Deciding on a Solution
Storyboard
The finalized solution was storyboarded to show the journey from entering the store to sending a gift. Key moments included:
A clear gifting tab
Friend selection
Purchase confirmation
A final success screen
The storyboard served as a reference for building the prototype and ensured the flow remained user-centric.
Day 4: Building the Prototype
High-Fidelity Mockups
Using Figma, I designed a high-fidelity prototype that mirrored Valorant’s aesthetic, including fonts, layout, icons, and color scheme. I aimed to make the prototype feel like a real in-game feature, blending seamlessly into the existing experience while adding clarity to the gifting flow.


Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.
Day 5: Usability Testing
Testing Method
Five participants were recruited for moderated usability testing via video calls. Each was tasked with completing gifting flows inside the prototype while thinking aloud. I observed their behavior and took notes on pain points, usability issues, and feedback.
Key Findings
The gifting interface was often confused with the regular store page.
Some feared they might accidentally gift instead of buying for themselves.
The gifting time-limit copy was unclear and possibly exploitable.
The prototype lacked visibility of in-game currency, making budgeting difficult.
Adjustments Made
Based on testing feedback, I made the following changes:
Added currency display (Valorant Points) to the top-right corner.
Updated copy to clarify legal and verification requirements.
Enhanced visual differentiation with a gift icon and label to make the gifting screen distinct.
Inserted a warning screen before final confirmation to prevent accidental gifting.


Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Future Iterations
Testing surfaced ideas for further expansion:
In-game notifications for recipients upon receiving a gift.
Confirmation messages for senders once gifts are opened.
A user verification modal to ensure players meet eligibility for sending or receiving gifts.
What I Learned
This design sprint offered valuable experience in:
Working within an established design system.
Conducting targeted usability testing.
Rapid ideation and iterative problem-solving.
Designing with both player psychology and product consistency in mind.
It deepened my understanding of social features in games and showed how design can enhance community-driven interactions without disrupting core gameplay.
Conclusion
This project exemplifies how structured sprints can lead to meaningful, testable features quickly. Each day had a focused goal, and by the end, I had a working prototype validated by real users.
I look forward to applying this approach across more game-related UX challenges. Designing for player platforms, especially systems that bring people closer together, continues to be one of my greatest passions. This sprint reinforced that, and it was a joy to create.
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com
Reach out anytime
Let’s Stay Connected
Got questions or want to collaborate? Feel free to reach out—I'm open to new projects or just a casual chat!
martin.rebeccaelise@gmail.com