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Leading Product Innovation
Across Five Game Concepts.

As Product Innovation Specialist and Head of Design, I helped VDL move from scattered entertainment ideas into a structured game pipeline — creating 5 new game concepts and improving 3+ existing game experiences across VDL's portfolio, defining player motivations, engagement loops, reward systems, and design direction for each.

Product Innovation Specialist & Head of Design · 5 Game Concepts · Gaming / Entertainment Technology · In Production · Fifty-Fifty Live
5 Game Concepts Shaped
1 Live in Market — Fifty-Fifty
4 Products in Production
Design Team Led Through Execution

A gaming company building beyond a single product.

VDL needed new entertainment ideas to expand its creative and business direction — each with its own mechanic, motivation, and reason to exist.

Role Product Innovation Specialist & Head of Design (Product Management + Design)
Scope 5 new game concepts (education, finance, wellness, culture, football) + 3+ existing games improved
Hands-on Design EduMillionaire mobile app
Leadership Product direction & design supervision across Cash Rush, MindQuest, Fifty-Fifty & Rep Your Club
Status Fifty-Fifty live; others in production / prepared for production
Contribution Innovation pipeline, game concepts, player motivation, reward systems, design direction

The innovation pipeline.

A repeatable model for moving from a loose idea to a production-ready game — applied to all five concepts.

01 · OPPORTUNITY SIGNAL

Spot the gap

Identify a market/audience gap or behavioral opportunity.

02 · GAME CONCEPT

Define the idea

Define what the product is and why it should exist.

03 · PLAYER MOTIVATION

Define the why

Define why players would care and return.

04 · CORE LOOP

Define the loop

Define what players repeatedly do.

05 · ECONOMY / REWARDS

Define the incentives

Define lives, points, coins, wallets, prizes, or unlocks.

06 · EXPERIENCE DIRECTION

Define the feel

Define how the game should feel and how screens support the loop.

07 · DESIGN EXECUTION

Guide the build

Guide the design team through flows, screens, and reviews.

08 · PRODUCTION READINESS

Hand it off

Prepare the concept and designs for development.

How do you turn entertainment ideas into product opportunities?

The challenge was not simply to design screens — it was turning loose entertainment ideas into structured game concepts.

Anyone can suggest "a trivia game" or "a fan challenge." The harder questions: why would a player open it twice, what emotion must it deliver, how does it differ from the company's other products, and how does a design team turn that into something a developer can build? That gap — between idea and product direction — was the actual job.

Invention, strategy, and design leadership.

My role moved between hands-on product design and design leadership: I personally designed the EduMillionaire mobile application and directed product and design across the other four game products.

01

Product Innovation

Explored opportunities and shaped new game ideas around engagement, competition, and rewards.

02

Game Concept Development

I defined how each game should work, what made it different, and how players would understand the value.

03

Experience Direction

Shaped how each product should feel — playful, competitive, rewarding, or learning-driven.

04

Design Leadership

Led the design team through concept translation, visual direction, and execution alignment.

What I personally owned.

Hands-on product design

Designed the EduMillionaire mobile app — UX flow, interface direction, and player journey

Translated the STEAM trivia model into a mobile-first gameplay experience

Product innovation and design leadership

Conceived game concepts and defined player motivation for each

Wrote and structured product direction and case-study thinking

Guided experience direction and supervised design execution across the other four games

Led design reviews and team alignment

Helped translate concepts into production-ready direction

EduMillionaire: direct design ownership. The other four: innovation, direction, and supervision rather than sole screen execution.

How I evaluated which game ideas were worth building.

A product-opportunity assessment weighing audience fit, repeat-play potential, and build complexity before committing design time.

Product Audience Opportunity Repeat-Play Potential Differentiation Reward / Economy Fit Production Complexity Strategic Fit
EduMillionaire Students wanting STEAM learning that feels engaging Avatars, power-ups, weekly leaderboard STEAM trivia with identity-based avatars Lives, power-ups, wallet, weekly prizes Medium–high (avatars, categories, wallet) Edutainment product
Cash Rush Young adults needing financial literacy through competition Timed trivia, lives, power-ups, leaderboard Financial literacy as competitive gameplay Weekly cash pool, lives, power-ups Medium (question bank, wallet, leaderboard) Financial education + reward gaming
MindQuest Wellness-curious users resistant to clinical tone Daily challenges, lives, rewards, leaderboard Wellness education made playful, approachable Wellness rewards, free trial, subscription Medium (tone, sensitivity, content accuracy) Wellness-focused engagement product
Fifty-Fifty Players drawn to African culture, history, identity Map progression, daily limits, Quick Challenge History/culture trivia via geography progression Lives, wallet, weekly cash leaderboard High (map, zones, wallet, payouts) Culturally relevant, live-market product
Rep Your Club Football fans driven by club identity and rivalry Formation board, coins, weekly challenges Trivia combined with collection and formation building Coins, lives, wallet, player unlocks High (clubs, pricing, formation, unlocks) Fan loyalty turned into repeat gameplay

EduMillionaire

AudienceStudents wanting STEAM learning that feels engaging
Repeat-PlayAvatars, power-ups, weekly leaderboard
DifferentiationSTEAM trivia with identity-based avatars
Reward FitLives, power-ups, wallet, weekly prizes
ComplexityMedium–high (avatars, categories, wallet)
Strategic FitEdutainment product

Cash Rush

AudienceYoung adults needing financial literacy through competition
Repeat-PlayTimed trivia, lives, power-ups, leaderboard
DifferentiationFinancial literacy as competitive gameplay
Reward FitWeekly cash pool, lives, power-ups
ComplexityMedium (question bank, wallet, leaderboard)
Strategic FitFinancial education + reward gaming

MindQuest

AudienceWellness-curious users resistant to clinical tone
Repeat-PlayDaily challenges, lives, rewards, leaderboard
DifferentiationWellness education made playful, approachable
Reward FitWellness rewards, free trial, subscription
ComplexityMedium (tone, sensitivity, content accuracy)
Strategic FitWellness-focused engagement product

Fifty-Fifty

AudiencePlayers drawn to African culture, history, identity
Repeat-PlayMap progression, daily limits, Quick Challenge
DifferentiationHistory/culture trivia via geography progression
Reward FitLives, wallet, weekly cash leaderboard
ComplexityHigh (map, zones, wallet, payouts)
Strategic FitCulturally relevant, live-market product

Rep Your Club

AudienceFootball fans driven by club identity and rivalry
Repeat-PlayFormation board, coins, weekly challenges
DifferentiationTrivia combined with collection and formation building
Reward FitCoins, lives, wallet, player unlocks
ComplexityHigh (clubs, pricing, formation, unlocks)
Strategic FitFan loyalty turned into repeat gameplay

Five games, one pipeline.

Product Player Motivation Core Loop Reward System My Contribution
EduMillionaire Learning, STEAM mastery, rewards Category → avatar → timed Qs → power-ups → leaderboard Lives, wallet, avatar unlocks, weekly rewards Designed the app; shaped concept & UX
Cash Rush Financial confidence, competition Finance category → timed Qs → power-ups → leaderboard Lives, power-ups, ₦100k weekly prize pool Shaped concept & reward loop; supervised design
MindQuest Wellness knowledge, self-improvement Category → trivia → power-ups → daily challenge → leaderboard Lives, subscription, wellness vouchers Shaped concept & habit loop; supervised design
Fifty-Fifty Cultural pride, discovery Zone select → trivia → 50/50 power-up → leaderboard → unlock map Lives, wallet+PIN, cash leaderboard rewards Shaped concept & map progression; led design
Rep Your Club Club pride, rivalry League/club → trivia → coins → unlock players → leaderboard Lives, wallet, player/legend unlocks Shaped concept & formation mechanic; supervised design

EduMillionaire

MotivationLearning, STEAM mastery, rewards
Core LoopCategory → avatar → timed Qs → power-ups → leaderboard
RewardsLives, wallet, avatar unlocks, weekly rewards
ContributionDesigned the app; shaped concept & UX

Cash Rush

MotivationFinancial confidence, competition
Core LoopFinance category → timed Qs → power-ups → leaderboard
RewardsLives, power-ups, ₦100k weekly prize pool
ContributionShaped concept & reward loop; supervised design

MindQuest

MotivationWellness knowledge, self-improvement
Core LoopCategory → trivia → power-ups → daily challenge → leaderboard
RewardsLives, subscription, wellness vouchers
ContributionShaped concept & habit loop; supervised design

Fifty-Fifty

MotivationCultural pride, discovery
Core LoopZone select → trivia → 50/50 power-up → leaderboard → unlock map
RewardsLives, wallet+PIN, cash leaderboard rewards
ContributionShaped concept & map progression; led design

Rep Your Club

MotivationClub pride, rivalry
Core LoopLeague/club → trivia → coins → unlock players → leaderboard
RewardsLives, wallet, player/legend unlocks
ContributionShaped concept & formation mechanic; supervised design

Why these five games exist.

EduMillionaireLearning ambition Cash RushFinancial confidence MindQuestWellness curiosity Fifty-FiftyCultural identity Rep Your ClubFootball loyalty

Five products, five engagement models.

Real screens from each game's design file — none of them compete for the same emotional space.

EduMillionaire
Hands-on Mobile Product Design

A STEAM trivia game designed around learning, avatars, power-ups, wallet rewards, and competitive progression.

In Production / Prototype Available Motivation: Learning + recognition
EduMillionaire home dashboard
EduMillionaire choose subject and avatar
EduMillionaire gameplay
Cash Rush
Innovation Direction + Design Leadership

A financial literacy trivia game that turns money knowledge into weekly competitive play.

In Production Motivation: Financial confidence + rewards
Cash Rush dashboard
Cash Rush categories
Cash Rush trivia question
MindQuest
Innovation Direction + Design Leadership

A wellness trivia experience designed to make mental health learning feel approachable, rewarding, and habit-forming.

In Production Motivation: Self-improvement + daily habit
MindQuest dashboard
MindQuest gameplay
MindQuest wallet and power-ups
Fifty-Fifty
Innovation Direction + Design Leadership

An African history and culture trivia game built around map progression, zone challenges, power-ups, and leaderboard rewards.

Live Product Motivation: Cultural pride + discovery
Fifty-Fifty landing dashboard with map progress
Fifty-Fifty country and zone selection
Fifty-Fifty trivia question
Rep Your Club
Innovation Direction + Design Leadership

A football trivia game where fans unlock players, build club formations, and compete through loyalty-driven progression.

In Production Motivation: Club pride + rivalry
Rep Your Club homepage
Rep Your Club formation board
Rep Your Club wallet and lives

The mechanics behind each loop.

The first-time hook, return mechanic, and risk each concept had to manage.

Product First-Time Hook Return Mechanic Progression System Reward System Monetization / Economy Main Risk
EduMillionaire Play STEAM trivia with avatars and category identity Weekly challenges, leaderboard, rewards Subjects, avatars, levels, power-ups Wallet, prizes, leaderboard Lives, power-ups, wallet Balancing education with entertainment
Cash Rush Earn through financial knowledge Weekly cash pool and leaderboard Finance categories, streaks, power-ups Cash prizes, points, lives Extra lives and power-ups Avoiding gambling perception while keeping rewards exciting
MindQuest Wellness learning made light and playful Daily challenges and wellness rewards Wellness categories and challenges Wellness-focused rewards Free trial, lives/subscription Keeping mental health content responsible, not trivialized
Fifty-Fifty Represent African knowledge through map progression Daily limits, Quick Challenge, leaderboard Map, countries, zones, unlocks Weekly cash prizes, points, 50/50 power-up Lives, wallet, payout flow Keeping competition skill-based and culturally accurate
Rep Your Club Represent your club and unlock players Formation building, coins, weekly challenges Club unlocks, player/legend collection Coins, leaderboard, rewards Lives, wallet, paid life packs Balancing fandom, collection, and trivia difficulty

EduMillionaire

HookPlay STEAM trivia with avatars and category identity
ReturnWeekly challenges, leaderboard, rewards
ProgressionSubjects, avatars, levels, power-ups
RewardsWallet, prizes, leaderboard
EconomyLives, power-ups, wallet
Main RiskBalancing education with entertainment

Cash Rush

HookEarn through financial knowledge
ReturnWeekly cash pool and leaderboard
ProgressionFinance categories, streaks, power-ups
RewardsCash prizes, points, lives
EconomyExtra lives and power-ups
Main RiskAvoiding gambling perception while keeping rewards exciting

MindQuest

HookWellness learning made light and playful
ReturnDaily challenges and wellness rewards
ProgressionWellness categories and challenges
RewardsWellness-focused rewards
EconomyFree trial, lives/subscription
Main RiskKeeping mental health content responsible, not trivialized

Fifty-Fifty

HookRepresent African knowledge through map progression
ReturnDaily limits, Quick Challenge, leaderboard
ProgressionMap, countries, zones, unlocks
RewardsWeekly cash prizes, points, 50/50 power-up
EconomyLives, wallet, payout flow
Main RiskKeeping competition skill-based and culturally accurate

Rep Your Club

HookRepresent your club and unlock players
ReturnFormation building, coins, weekly challenges
ProgressionClub unlocks, player/legend collection
RewardsCoins, leaderboard, rewards
EconomyLives, wallet, paid life packs
Main RiskBalancing fandom, collection, and trivia difficulty

The engagement loop behind every game.

The same underlying loop, re-skinned five ways for each game's audience.

Choose Game Play Challenge Use Power-Up Earn Points / Coins Climb Leaderboard Unlock Reward Return Next Session
Free Lives Before Commitment Category / Identity Selection Timed Sessions Weekly Leaderboards Wallet & Lives Economy Progression Unlock Systems

Key trade-offs behind the product direction.

01

Skill-based rewards, not gambling mechanics

Why: Target users are drawn to betting-like reward systems, but the products needed to stay knowledge-based and fair.

Applied to: Cash Rush, Rep Your Club, Fifty-Fifty

Decision: Use trivia, leaderboards, lives, and transparent rewards rather than luck-based outcomes.

02

Free play before sign-up

Why: Asking users to register too early can reduce adoption.

Applied to: Fifty-Fifty, MindQuest, Rep Your Club

Decision: Allow limited play first, then trigger sign-up once users understand the value.

03

Lives economy over aggressive subscriptions

Why: Daily subscriptions can feel tiring or extractive.

Applied to: EduMillionaire, Fifty-Fifty, Cash Rush, Rep Your Club

Decision: Use lives and wallet-based purchases so monetization stays tied to continued play.

04

Category identity as a product mechanic

Why: Categories make trivia feel personal and structured rather than generic.

Applied to: All five games

Decision: Use STEAM subjects, finance topics, wellness domains, geopolitical zones, or football clubs to make choice meaningful.

05

Leaderboards with safeguards

Why: Reward leaderboards create motivation but also risk unfairness.

Applied to: All five games

Decision: Use wallet/PIN flows, verification, eligibility rules, and progression limits to protect trust.

Leading design without owning every pixel.

As Head of Design, my job was to make each product concept a clear, usable, emotionally distinct experience — guiding the team from concept interpretation through visual direction and execution.

For the other four games, I translated product concepts into visual direction, reviewed UX decisions, and made sure each preserved its intended player motivation.

Translating product concepts into design direction

Guiding visual tone across each game's identity

Reviewing experience quality against the original concept

Ensuring design served the product mechanic, not the other way around

How a concept became production-ready direction.

01 Concept Definition
02 PRD / Game Logic
03 UX Direction
04 Team Design Execution
05 Review & Alignment
06 Production Handoff
Rep Your Club app map and flow diagram

Rep Your Club flow map used to align gameplay structure, onboarding, league selection, subscription logic, and progression before screen execution.

Mapped first-time and returning player paths Defined core gameplay and progression decisions Created team alignment before UI production

How the work shaped the company's direction.

01

Created a Repeatable Innovation Pipeline

Turned five product ideas into structured game concepts with audience, motivation, loop, economy, and design direction.

02

Expanded VDL's Product Portfolio

Helped VDL move beyond one-off entertainment ideas into a broader portfolio across education, finance, wellness, culture, and sports.

03

Improved Product Clarity for Execution

Converted PRD-level ideas into clearer flows, screens, mechanics, and design decisions that teams could execute.

04

Connected Game Design to Business Opportunity

Each game was shaped around a business-relevant motivation: learning, money confidence, wellness, cultural identity, or football loyalty.

05

Supported Production Readiness

Prepared product concepts, flows, screens, and experience logic for development and launch planning.

What I would measure next.

Because several products are still in production, the strongest next step is measuring whether the designed loops actually drive activation, repeat play, and healthy economy behavior.

01

Activation

First game started after landing.

02

Onboarding Completion

Sign-up, avatar/category/club selection.

03

First-Session Completion

Players who complete their first challenge.

04

Return Rate

Day 1 / Day 7 return behavior.

05

Economy Balance

Life purchases, wallet funding, power-up usage.

06

Reward Health

Prize claims and leaderboard participation.

07

Content Quality

Question accuracy, difficulty balance, drop-off points.

08

Retention Loop

Repeat play by category, challenge, or club.

09

Referral / Social

Sharing, competition invites, community behavior.

What this taught me about innovation leadership.

Innovation is not just having ideas: the real work is giving a concept mechanics and business logic strong enough to build against.

Hands-on design and design leadership feel different: one demands deep UX execution, the other demands giving designers enough clarity to execute without losing the concept.

Different games need different motivations: A learning game and a fan challenge can't share the same emotional playbook — each needed its own logic for why a player returns.

A strong concept has to be instantly understandable: If a player can't explain what the game is in one sentence, the concept isn't finished — no matter how polished the screens look.

Explore the live product.

Fifty-Fifty is currently available while the remaining game concepts continue through production.

Interested in how I approach product work?

Book a 20-min intro call, or send the role details by email.