Tales of Arise DLC - CRM Email Campaign

Bandai Namco Entertainment

Designing a CRM experience for Tales of Arise DLC to drive product engagement/visibility and sales.

The Project: Building a CRM experience for Tales of Arise - Beyond the Dawn DLC via email that piques users’ interest and drives them to engage with the product and make a purchase.

Background

Bandai Namco is a leading video game developer well known for their products specifically in the JRPG niche. With the upcoming release of a DLC expansion for the popular title “Tale of Arise”, the video game development and marketing teams are seeking to reach existing users via email to encourage purchase of the expansion.

Time & Scope

Discovery & Early Research

Competitive Analysis

User Research

Iterative Design

Experimental Launch Testing



Time: 1 month

Tools:

Project Management: Asana

Design: Figma, Adobe Creative Cloud

Testing: Maze

Collaboration: Zoom, Slack

My Role

For this project, I was the sole designer assigned to this project - as such, I acted as design lead, user researcher, content designer, product manager, and advocate for the user’s experience. Apart from receiving initial visual asset materials from the development team, I acted independently apart from the feedback phases and handoff for implementation.

  • User Interviews + Preliminary Research, Competitive Analysis

  • Brainstorming + Whiteboarding, Early Ideation

  • Interaction Design and Content Strategy

  • Iterative Design Approach: Double Diamond

  • A/B Testing and Product Launch

What I Did

Context

Tales of Arise is a critically acclaimed JRPG video game title published by Bandai Namco Entertainment in 2021. Following its success and popularity, the development team for the title created a DLC expansion called “Beyond the Dawn” that included additional content and an extended story line.

Given the somewhat niche market for JRPG video games, it was paramount that the Tales of Arise team engaged with pre-existing players who already owned the title and were already invested into the story & world of the game - since they would be the first, and most important, user persona for product sales.

With a large uptick in online purchases, both for console and PC platforms, the team identified that they could easily market to pre-existing players via registered user accounts and emails.

How might we build a CRM experience for Tales of Arise - Beyond the Dawn DLC via email that piques users’ interest and drives them to engage with the product and ultimately purchase it?

The Problem Space

Early on, it was important to clarify the guiding business goals and objectives in order to clearly understand what might be needed in an optimized email design. With a specific targeted demographic of pre-existing players, and a goal to reach as many users as possible, it was important to create a design campaign that could be adaptable to multiple platforms.

Since the focus was specifically on CRM and driving engagement and ultimately sales, I established early prioritize the process:

click-through rate, engagement, clear CTA, original designs, responsiveness

This helped to establish requirements that I could use a checklist as I went through the design process:

  • Heavy usage of product branding + assets

  • Clear CTA to drive engagement

  • Original design that creates a sense of adventure and excitement

  • A structure that entices users to continue scrolling through the content

What are others doing?

A CRM email campaign is nothing new. But that means that there is tons of existing content to learn from!

I mainly focused on game catalogs, news forums, newsletters, and other digital media relating to game news/launches, since those were the most relevant to the project.

I looked at competitors like Nintendo and Blizzard, as well as internally at Bandai Namco’s previous works, to gain a deeper understanding of industry standards and norms.

Research Takeaways

Based off of this preliminary research, alongside some early competitive analysis and table research, I was able to identify some key characteristics that had to be in the CRM experience:

Logical Flow:

a clear structure with images and CTAs to guide flow are important to keep users interested and engaged

Keep It Concise:

be mindful of vertical length and amount of text ... users don’t read everything and want to digest info as quickly as possible

Drive the User:

CTA buttons should stand out and should enable users to perform the most important actions (buy, see trailer, etc.)

Point Out Key Details:

highlight important details like launch dates, deadlines, prices, etc.

Setting Up for Success

With my first round of research complete, I felt ready to start the design process. Already knowing that the final product would need to be responsive, so as to be adaptable to different devices, screen sizes, and platforms, I felt that it would be wise to begin by creating a small design system to keep components both visually and technically consistent - which would make it much easier to implement in the long run.

The design system established a simple set of guidelines that I could follow rigidly to ensure visual consistency, cohesion, and clarity. Components were simple, as this was for an email campaign design. They included:

Typography

Colors

Sizing

Buttons and Content Frames

Viewport Sizes

Early Designs and Iterations

The campaign needed to feel exciting and adventurous! Early on, I knew that stacked boxes and vertical scrolls could feel pretty boring … but working with static emails proved to be technically limiting. This led to 2 early design decisions that would guide me through the iterative design process:

  1. Create visual movement through dynamic shapes and diagonal lines to avoid a sense of structure and regularity

  2. Let the DLC’s content (images and videos) drive the majority of the content, since that’s what players want to see anyways

The first draft focused on allowing myself to let my initial ideas come to life and getting the critical information/content onto the designs. It was very bare-bones. After getting those ideas on paper (metaphorically - everything was on Figma), I immediately identified opportunities for improvement and growth.

Early testing also showed that, while users were interested in seeing the game’s content, there weren’t many opportunities to actually go to the “purchase” screen until the end.

The second draft allowed me to apply much of those ideas for improvement as well as feedback from early testers in order to improve click-through rate and provide more CTA buttons so users felt more compelled to purchase. At this phase, I also worked on visual refinement to consider things like accessibility and WCAG compliance, structural anatomy of the design, and content clarity.

Final Designs and Launch

After going through multiple rounds of design iteration and user testing, I eventually landed on a final design draft that created a sense of excitement, not only for the users, but also for me and the Bandai Namco team. Once approved, I worked on using the base design and creating versions for each viewport. This way, the design would be responsive to different viewport widths.

Upon approval and final testing, we saw that users had an increased sense of excitement for the product, had much more positive feedback, and on average scrolled further down the email design and had an increased rate of clicking on the “purchase” CTA. 

Impact

This email campaign proved to be very successful! It met the requirements established early on in the design process and increased visibility for the DLC to the target demographic. I received great feedback from the Bandai Namco team and was affirmed that these designs had a large impact:

Visibility into DLC’s contents & preview of gameplay

Template for other DLC marketing materials

Sense of excitement for additional story & customizable skins

Heightened engagement with pre-existing players

Thanks for your time.

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