CDragons: Increasing User Engagement
Context
A PvP feature for an NFT platform with a dragon collectible system — designed and shipped, though I don't have post-launch metrics: results weren't tracked or aren't available at the time of writing this case.
Business Problem
After purchase, an NFT dragon just sat in the collection — nothing to do with it, which hurt repeat visits. This shipped to production, but I don't have post-launch metrics — results weren't tracked or aren't available at the time of writing this case.
User Problem
I bought a dragon — now what?
Process
Looked at how competitors handle PvP and progression in NFT gamification.
Set the requirement: the path from "challenge someone" to the actual battle had to be as short as possible.
Designed the Battle Hub — one place for creating a challenge, an active battles feed, history, and rewards.
Achievements
I don't have access to actual post-launch numbers at the time of writing. This is how I'd frame success: Battle Participation Rate (% who play at least one battle), Repeat Battle Rate (% who return to play again), Retention D1/D7/D30, Time to Create a Battle.
Outcome
Designed and shipped a PvP experience that turns NFT dragons from passive collectibles into active game assets.






