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// 02KickBrainFootball quiz gameMobile game UX case study2024–25iOS · Android4 min read

40K→+550Kdownloads

I redesigned a football quiz’s core game, then gave players daily reasons to return and a store worth visiting. After the redesign, downloads grew from 40K to +550K.

KickBrain's home after the redesign
The level card after a matchLevel card · 293×553
D2 · Progress
40K → +550K
downloads

Up from 40K

5×
daily active players

About 3K a day → 8K–20K

~300
store purchases a month

App Store alone · mid-2025

Role
Senior Product Designer · part time
Timeline
Oct 2024 – Dec 2025 · 3–4 hours a day
Platform · Status
iOS · Android · ● Live
Team
  • Me
  • Founder
  • Developer
Hands-on
Audit, research, product thinking, UI and design system, analytics, marketing and social designs
Partnered with
The founder (business and marketing), one developer, and the question writers: hired pros and players

// 01 Context

A quiz with an audience, and no reason to stay

KickBrain is a real-time football quiz in Arabic and English, inspired by The Thirty Challenge, a YouTube show. Most players are fans in the Middle East and the Gulf.

By October 2024 it had 40K downloads, few players coming back and almost no revenue. I audited it in a day and sent the founder a new direction, unasked. He brought me on as the product designer.

// 02 Problem

Players downloaded it, then found nothing to come back for

The audit found an app working against its players: dated, hard-to-read screens, a menu button that opened Instagram, a progress counter nobody could read, and no clear way into a game.

The bigger gap was underneath. Players spent tokens with no way to earn more, saw no progress, and found nothing that felt like football. A quiz like that gets played once.

40K
downloads when I joined

Both stores · Oct 2024

~3K
daily active players

Before the redesign

1 day
to audit it, unasked

Before I joined

  1. 01

    Open the app

  2. 02

    First screens

    Dated colours, hard to read, misaligned

  3. 03

    Find your way

    A menu button opens Instagram

  4. 04

    Read the home screen

    A “7/13” counter nobody understood

  5. 05

    Pick a game

    Tick boxes that only let you pick one

  6. 06

    Play

  7. 07

    Run out of tokens

    No way to earn more, no next step

  8. 08

    Tomorrow

    No progress, no reason to return

Fig. 01From my audit of the old app.
Success meant
More players back every day, and a store that earns without pay-to-win.
Constraints
Part time, one developer, a live app, and a game that always needed new questions.

// 03 Turning point

It wasn’t a usability problem. It was a reason-to-care problem.

The principle

“Clear flows get people playing. Progress, identity and ownership keep them.”

I saw it in the audit: fixing the patterns would make the app usable, not loved. Quiz apps, competitive games, store reviews and players all pointed the same way: early progress, frequent rewards, an identity to show.

// 04 Decisions

Five calls, from the foundation to the economy

D1

Fix the foundation before adding features?

Foundation firstover New features first

One visual language (one typeface, gold on charcoal, even spacing), navigation that goes where it says, and a home that leads with the four ways to play.

Gave up
Early releases looked like polish, not progress.
What happened
The founder agreed straight away; every later feature was built on it.

Layers · Home

One visual language, rebuilt as layers: each band of the new home does one job. Pick a layer to enlarge it.

D2

What brings a player back tomorrow?

Progress, competition, identityover More game modes

Levels and XP after every match, rank tiers, a daily question and rewards, leagues and knockout tournaments, country avatars and moment stickers.

Gave up
Art for every country and moment, kept fresh as football moves on.
What happened
Every match ends with how far you are from the next level.
Progress, competition, identity, as shipped
D3

How does a free game earn without breaking trust?

Two currenciesover Sell advantages

Tokens come from playing and buy question packs, so the game stays free. Diamonds are bought and only buy things you show. Nothing buys a win.

Gave up
Revenue depends on players wanting to show off.
What happened
About 300 App Store purchases a month by mid-2025; revenue up 10% the month stickers launched.
Two currencies, as shipped
D4

Who writes questions for a game that always needs more?

Players, with reviewover Only hired writers

Players submit questions or whole packs. A professional writer reviews them, and creators earn tokens from every sale.

Gave up
Every submission waits for a review.
What happened
Packs show ratings and subscriptions, so the best ones rise.
Players, with review, as shipped
D5

Should a match end when the game ends?

Friends and chatover Strangers only

Friend requests, chat inside the match, quick replies and stickers, so there’s always someone to play again.

Gave up
More to moderate, so we moderated chat.
What happened
Shipped in 2025, with stickers players send each other.
Friends and chat, as shipped

What shipped12 parts

  • 01One visual language
  • 02New navigation and game flows
  • 03A home built on four ways to play
  • 04Levels, XP and rank tiers
  • 05Daily question and rewards
  • 06Leagues and knockout tournaments
  • 07Country avatars and stickers
  • 08Tokens and diamonds
  • 09Player-made questions and packs
  • 10Friends and in-game chat
  • 11Premium tier
  • 125-second matchmaking

// 05 Shipped

A game that reads clearly, and gives players something to keep

The new home leads with four ways to play. Around it: progress after every match, leagues, a two-currency store, player-made packs, friends and chat.

KickBrain / Redesign 3100%
Home
Football quiz game: Home
Profile · tiers
Football quiz game: Profile · tiers
League · Blitz Cup
Football quiz game: League · Blitz Cup
League · bracket
Football quiz game: League · bracket
Level up
Football quiz game: Level up
Store · diamonds
Football quiz game: Store · diamonds
Community packs
Football quiz game: Community packs
Pick a frame · drag to pan
Fig. 03The shipped screens as they sit in my design file. Pick a frame, or let the tour run.

// 06 Impact

From 40K to +550K downloads, and five times the daily players

+550K
downloads

Up from 40K

5×
daily active players

About 3K a day → 8K–20K

~300
store purchases a month

App Store alone · mid-2025

4.0+
rating on both stores

Both stores · 2024–25

After the redesign, downloads grew from 40K to +550K and daily players rose about five times. The show’s audience and the founder’s marketing brought people in; the redesign gave them reasons to stay, so I don’t claim the whole curve.

Source · Play Console, App Store Connect and KickBrain’s dashboards, since Oct 2024.

// 07 Reflection

What the growth taught me

  1. 01An audit sent unasked is a better interview than a portfolio.
  2. 02Agree the numbers to watch before the first release. Tracking who stayed after each feature would have shown which change kept players.
  3. 03Letting players write the game solved content and built a community at once.

“Clear flows get people playing. Something to keep brings them back.”

// 08 Credits

Credits: the people who made it with me