DreamPlay

Roll the dice to begin

Dream11 · Casual real-money gaming

DreamPlay

A 0 to 1 build that extended Dream11 into casual gaming, giving players something to play beyond cricket season and creating a new entry point into Dream Sports.

Team
2 product designers, an illustrator, and me as Head of Design
Timeline
11 months, October 2024 to September 2025

What shipped

2
Games shipped,
Carrom and Ludo
7
Formats
₹1.25 Cr+
Daily CEA at peak
~20%
Better Week-4 retention than industry norm

Why enter casual gaming as
a fantasy sports platform?

The opportunity

  • Keep players engaged between cricket seasons
  • Create a cheaper entry point into Dream Sports

The platform strategy

  • One app for DreamPlay games and partner studios
  • One shared wallet across the Dream Sports ecosystem
  • Room to add more games over time
  • Short sessions and quick payouts
  • No second sign-up
DreamPlay's home screen beside a Ludo match

What were existing challenges?

What did the platform have to solve?

One account
One wallet
Two platforms

Designing a low-friction platform flow

  • Integrate with Dream11

    One account, KYC and wallet across the ecosystem.

  • Delay friction

    Let players get into the experience before completing every check.

  • Parallel checks

    Let players explore while checks happen in the background.

  • Platform handoff

    Design for the handoff between the app shell and Unity.

The entry flow: tapping a contest, KYC, game download, wallet and consent checks, then matchmaking into a game

Building a lightweight app
for Indian users

Challenge

Large installs can be a barrier in a storage-sensitive market.

Approach

One game ships with the app. Others download only when needed.

  • Ship the most-played game with the app

    Other games download only when a player chooses to play.

  • Update content without a store release

    Home, lobby and game assets update through a code push.

  • A shared template for every game

    A modular system gives partner studios clear design guidelines.

  • Design the failure states first

    Every state was designed, including retry and recovery.

Designing for the wait

The download experience had to work from progress through completion or retry.

Download states, from in progress to retry

The core DreamPlay
experience

Mapping the ideal flow, from home to gameplay and results

The happy flow: home, contest, matchmaking, the Unity engine starting, the game, and both leaderboards, joined by labelled connectors Game selected Mega contest
selected
Contest join and
Unity engine initiated
Challenge
selected
Matchmaking
initiated
Unity engine
initiated
Game started Challenge
leaderboard
Mega
leaderboard

Shaping the home and profile

Flexible widgets keep the home page fresh without an app update.

  • Backend driven widgets
  • Promote discovery
  • Surface Mega Contests
  • Easy access to wallet and account

The widget home

Profile and avatar

Helping players find the right contest

Research and iteration shaped the information, hierarchy and scanning pattern.

  • Challenges are head-to-head. Leagues bring multiple players together.
  • Popular contests lead the list
  • Entry, prize and availability are key elements
The contest lobby
A contest card showing the game format, the first prize, the players already in, and the entry fee
A challenge
A mega contest card showing the prize pool, the first prize, the winner percentage, the spots left with a fill bar, and the entry fee
A league

Showing winnings, losses and playing history

A consistent layout across wins, losses and playing history.

Winning moment

The loss

Losing moment

My contests

Playing history

Bringing the design language into the game

Real-world game elements, movement and delight, while keeping the board easy to read.

  • Real board elements, with weight and depth
  • Vibrant colour and motion
  • Sound, haptics and celebration at key moments
  • Move timers to keep the game moving

Three players

Scoring and states

Defining the
DreamPlay language

Design for the Indian mental model.
Build a language that scales.

  • The challenge

    It had to use Dream11's brand recognition while building its own identity.

  • The opportunity

    Bring a fresh visual and interaction language to a dated RMG category.

  • The ambition

    Build for games, studios and markets beyond our own.

A palette that reads energetic, young and sporty

A flexible palette with enough range for every game.

Aa

Tomorrow

Titles. Angular and distinctive.

Aa

Inter

Body and interface. Designed for legibility.

Electric IndigoBrand
ChartreusePrimary
Payne's GrayNeutral
RISD BlueAccent
School Bus YellowAccent
PumpkinError
Pigment GreenSuccess

Illustration and iconography with gaming flair

Real-world objects, drawn with movement while staying instantly recognisable.

One illustration language across error, win, contest timer, stats, play history and notification states

A shared design template for every game

Common sizes, layouts and components give partner studios a clear starting point while leaving room for each game to feel unique.

Logos, cards and key visuals per game

Bringing the system to life

Designing for
every state

Handling failed matchmaking

A player has already paid, so a failed match needs a clear next step.

  • Skill based pairing
  • Retry prompt in case matchmaking fails
  • Suggest other contests

Finding an opponent

The no opponents available state, offering a suggested contest and a way back to the list

High failure rate

Show progress as games finish

Scores and ranks update as each game ends, while games still in play remain clearly marked.

  • Scores posted after each game
  • Show running and in-review states
Scores still updating

Scores still updating

An in-review leaderboard: finished games carry points and a rank, games still running are marked In Play

Waiting on results

Protecting play when things go wrong

Server-side verification protected scores, while the dice animation gave the check time to complete.

  • Clear error messages named the cause.
  • Turn caps prevented lag from holding up the table.
  • Refunds covered cases where the fault was ours.

Keep the game moving when players drop out

A turn has a cap, so one player leaving never holds up the table.

A missed turn

Leaving mid-game

Leaving mid-game

Game over due to inactivity

Game over

Handling network errors

A dropped connection can affect gameplay, payment and trust.

The friction

  • The platform handoff between the app shell and the game.
  • The attribution problem: whose fault was it, and who pays?

Contextual recovery

  • A settling window for reconnects, followed by a one-minute timeout.
  • Each message explains what went wrong and what happens next.
Weak signal, poor signal and reconnecting on the timer, a no network overlay on the board, and the server connection, game abandoned, Mega contest and expired session dialogs

Make every message and error actionable

Every message says what happened and what to do next.

Refunds, updates, errors and nudges

Introducing DreamPlay
through Dream11

Placing DreamPlay at natural moments inside Dream11

DreamPlay appeared at natural moments: mid-innings, on the home page, and around live or post-match leaderboards.

Dream11 home

The Games tab on the Dream11 bottom nav

Games tab

Mid match nudge

Bringing the visual language into communication

Each game kept its own identity within the DreamPlay frame.

  • Dream11 guidelines anchored the system.
  • Topical messaging tied promotions to the match or season.
  • Game-specific colour and identity made each promotion feel native to the game.
The app inbox, reward cards, a home banner, a leaderboard banner, a scratch card and the Games tab

From launch to
September 2025

How DreamPlay evolved

DreamPlay milestones: kickoff October 2024, launch with Carrom, Ludo two-player then three and four-player in June 2025, a crore daily in July, one and a quarter crore held in August, operations paused September 2025

A change in gaming law stopped DreamPlay in September 2025.
We had designed for every product failure except a change in the rules.