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

project pic
project pic

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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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.

project pic
project pic

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.

project pic
project pic

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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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.


project pic
project pic

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

© 2025 Rebecca Martin Design

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

project pic
project pic

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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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.

project pic
project pic

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.

project pic
project pic

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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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.


project pic
project pic

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

© 2025 Rebecca Martin Design

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

project pic
project pic

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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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:

  1. Enter the store.

  2. Select the "Gifting" tab.

  3. Choose an item and a friend.

  4. Review and confirm.

  5. 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.

project pic
project pic

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.

project pic
project pic

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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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

  1. The gifting interface was often confused with the regular store page.

  2. Some feared they might accidentally gift instead of buying for themselves.

  3. The gifting time-limit copy was unclear and possibly exploitable.

  4. 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.


project pic
project pic

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

© 2025 Rebecca Martin Design