
Framing progression in a traditionally infinite game
Traditional crash games are simple, fast, and often infinite.
Payout Pilot introduced a defined 100x endpoint, changing how players perceive progression and risk.
I proposed introducing a visible end state so the game felt completable, rather than endless. The intention was to create a clear target, encouraging players to hold out for a defined outcome rather than cashing out purely reactively.
To support this, I suggested adjusting the win frequency so that reaching the endpoint would feel rare but achievable, potentially occurring a small number of times per hour. This was designed to reinforce the idea that the game could be completed, while still maintaining tension.
I also proposed a progress bar to make this progression visible during gameplay, helping players understand how close they were to the endpoint.
The challenge was to introduce more structure and control without making the experience feel slower or more complex.
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