Tamirlan Askar · Product Design Lead
Tournaments: from a daily prize to a reason to play
Summary
- Context
- My Beeline Games, the game catalog inside Beeline Kazakhstan's super-app (~10M MAU). Product Designer in a small team; I owned tournaments from sprint to launch.
- Problem
- Players came for one daily prize mini-game, not for the games. Nothing else brought them back.
- What I did
- Ran the 4-day design sprint that picked tournaments over daily rewards
- Put a compact tournament block on top of the catalog instead of a full-screen takeover
- Tested the card over three rounds, mapped every state and gated the launch with design QA
- Result
- 330K tournament MAU (28% of the audience), ~8-minute sessions against 2–4 in regular games, +1.6 pp paid-game conversion.
Situation
My Beeline Games was a flat list of games inside Beeline Kazakhstan's super-app, with no progression. When I joined in Dec 2021, almost all of its ~200K MAU came for one daily card-flip that paid out mobile data. Beeline wanted more time in the super-app (to cross-sell) and better retention. Time spent depends on retention, session length and frequency.
Goal: Two targets for the games: engagement (longer, more frequent sessions) and monetization (a larger share of paying users).
Action
Bet on tournaments, not daily rewards
Why. Ideas had piled up, from daily rewards to competitive mechanics. To force one bet I facilitated a 4-day design sprint with product, engineering, engagement and analytics. Daily rewards bring players back but only give away; tournaments hit both targets and earn, through paid entry and paid games.
Result. Tournaments won the sprint vote because each function saw its own upside: engineering a quick build (by its own estimate), PM and directors a monetization lever, design an easy fit in the UI.
A block on top of the catalog, not a takeover
Why. Tap-through to the catalog was already weak: nearly all of it went to the prize game. Full-screen takeovers pushed the games below the fold and tanked their tap-through, so I rejected them.
Result. A compact block on top: prize, countdown, one button. The games stay in view, one tap away.


Three test rounds to a card people understood
Why. On the sprint's test day I tested the prototype with respondents I recruited. v1 read as "just a banner or an ad", with no clear next step, so I made it explicit and added a call-to-action button. v2 then put prize, time left, rank, info, leaderboard and CTA on one screen and overloaded it, so the leaderboard and details moved inside the tournament.
Result. v3, with one CTA, "100 GB for 1st place" and "23h 52m 23s left", was understood and shipped.

Map every state before build; sign off the build against it
Why. A tournament doesn't end in one session: the result arrives on the next visit. So every state had to be decided before build, down to hiding results from people who didn't play.
Result. I mapped every state, specced it pixel by pixel (Eightshapes Specs) and signed off the front-end build against the spec, one of the first design-QA gates on the product, then checked TestFlight builds myself before the Dec 2022 launch. The core mechanic stayed in place after launch.

Result
- 330K tournament MAU (28% of the platform's audience)
- ~8 min avg tournament session vs 2–4 min in regular games
- 10% Day-30 retention on featured games (industry casual-game avg ~1–3%)
- +1.6 pp paid-game conversion after launch (≈3% → ≈4.6%)
Platform context, not attributed to tournaments: over ~2 years the platform grew from 200K to 1.3M MAU on super-app traffic and platform strategy.
What I'd do differently
- Measure before launch. A/B testing wasn't reliable then, so before/after gave direction, not attribution. Next time: an event dictionary from day one (naming drifted without one), and harder questions to analysts on where each number comes from.
- Check feasibility before crowning a priority. Rated quick in the sprint, the backend proved harder and the release slipped.