DreamPlay

Roll the dice to begin

Dream11 · Casual real-money gaming

DreamPlay

A 0 to 1 build. In October 2024, Dream11 moved into casual real-money gaming: a cheaper way to bring people into Dream Sports, and something to play between cricket seasons.

2
Product Designers
1
Illustrator
Me
Head of Design
11
Months · Oct '24 to Sep '25

What shipped

2
Games shipped, Carrom and Ludo
6
Formats
₹1.25 Cr+
Daily CEA, held for weeks with no marketing
~20%
Better Week-4 retention than industry norm

Chapter 01

Why build it

What made a casual games app worth building?

01 · Why Build It

Engagement fell away between cricket seasons, and every new user cost too much to acquire

DreamPlay was a set of casual games people could play all year, using the Dream11 account and wallet they already had.

The ask

  • One app carrying our own games and other studios' games.
  • One shared wallet, the same one they used on Dream11.
  • Room to add more games, from small studios to AI-made ones.
  • Short sessions, with quick payouts.
  • One account. No second sign-up, with KYC and wallet carried across.
DreamPlay's home screen, a Ludo match and a Carrom match

Chapter 02

What got in the way

What had to be solved first?

02 · What Got in the Way

The problems we had to solve

Core challenges

Real-money casual gaming was hard to get right, and most platforms struggled with the same install, trust and fairness problems.

App size vs. many games

Large downloads lost Indian users mid-install.

Acquisition and KYC drop-off

Sign-up and KYC cost the most and lost the most people.

  • Adding games. More games, including other studios', could not be allowed to make the app bigger.
  • Cheating and fraud. Real money gave people a reason to fake results.
  • Matchmaking took time. Real opponents took a moment to find, and empty waits lost players.
  • Patchy networks. A dropped connection while joining could leave a player stuck with money in play.
  • Trust when things break. One stall or one payout a player doubted broke trust in seconds.
  • Two platforms in one app. The shell ran in React Native and the games in Unity, so every handoff between them risked a stutter or an error.

Chapter 03

Getting people in

How did someone get from sign-up to a first game?

03 · Getting People In

One flow, from sign-up to first game

  • Built on Dream11: KYC, wallet and profile carried across
  • One step at a time: low balance, consent and download, each in place
  • Straight into a game: the home led with the biggest contests
The entry flow, from login to first contest

Chapter 04

Room to grow

How could we add games without growing the app?

04 · Room to Grow

Games downloaded on demand

Assets downloaded only when needed, so the install stayed small.

  • We designed the failures too. In progress, taking longer, retry: every state.
  • Modular assets. Each game's art was its own set, small enough to download in seconds.
  • Consistent, and quick to ship. The same pieces built every game, so designs matched and partner studios shipped faster.

04 · Room to Grow

Every download state, end to end

Download states, from in progress to retry

Chapter 05

Finding a game

How did a player find the right contest, and an opponent?

05 · Finding a Game

Keeping a ready player from dropping off

Matchmaking states: social proof, finding players, player found, taking a bit longer, and no opponent found

05 · Finding a Game

Designing the path to play

Getting players into a game

  • A live player count on every contest, so players could see others were there
  • No opponent found recommended other contests rather than ending
  • Pairing ran on an ELO rating, so opponents were matched on skill
  • When no opponent matched the skill score, we asked the player to try again

Mega contests first

The contest lobby, with the live player count called out

The contest lobby

Finding an opponent

Chapter 06

Keeping it fair

How did we keep results honest and money safe?

06 · Keeping It Fair

The phone reported the result. What stopped a player faking it?

The server decided every result

A dice roll or a token move played while the server checked. The animation that made a turn feel good bought the time that check needed.

When things went wrong

  • Say what went wrong. Weak signal, no network, server issue: each message named the cause and the next step.
  • Give the money back cleanly. When a game could not start with all opponents, we refunded immediately if the fault was not the player's.
  • Fair, time-capped turns. Every turn was time-capped. A missed move passed, so no one paid for someone else's lag.

06 · Keeping It Fair

Contextual details and error states

Every network error: repeated reconnects, then a one-minute timeout before a refund

06 · Keeping It Fair

Async scoring

Play-anytime contests

  • Players finished at different times
  • The leaderboard showed which games were still running
Scores still updating

Scores still updating

Waiting on results

06 · Keeping It Fair

Error states and messaging

Refunds, updates, errors and nudges

06 · Keeping It Fair

Handling timeouts, errors and exits

A missed turn

Leaving mid-game

Leaving mid-game

Game over due to inactivity

Game over due to inactivity

Chapter 07

What we built

What did players actually use?

07 · What We Built

A home that changed without an app update

Home & profile

  • One way into every game mode
  • Mega Contests and trust markers came first, so more players joined
  • Widgets pushed from the backend, no app update needed

The widget home

Profile and avatar

07 · What We Built

The happy flow

The happy flow: home, contest, matchmaking, the Unity engine starting, the game, and both leaderboards, joined by labelled connectors

07 · What We Built

Contest lobby

  • Big contests up top, then filters and sorting
  • The leaderboard only opened after joining

The lobby

Before you join

Before you join

07 · What We Built

Ludo, up close

  • Real formats: two, three and four player
  • Haptics and sound marked the moments that mattered
  • Timed moves kept games moving and reduced drop-offs
  • Animation kept the screen alive between turns

Head to head

Three players

Scoring and states

07 · What We Built

Win, loss and contest history

The win

The loss

The loss

My contests

Mega Contest History

Chapter 08

How it looked

What gave it its own character?

08 · How It Looked

Fresh and energetic visual identity

The brand in motion

08 · How It Looked

Typography and colour

  • A bold display face, used only for titles
  • A plain, highly readable face for everything players had to read
  • Palette and type scale built from scratch, AA readable
Aa

Tomorrow

Titles and headlines

Aa

Inter

Body and interface

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

08 · How It Looked

Illustration

  • Game imagery mixed with everyday objects
  • Custom artwork for the key moments
  • They gave the app its character.
One illustration language across errors, wins, stats and empty states

08 · How It Looked

Game identity

  • One identity, with its own art for each game.
  • Assets updated from the backend
  • A player downloaded only the games they played
  • Scaled to every new game added
Logos, cards and key art per game

08 · How It Looked

Communication design

  • The low-cost channels that brought players in
  • The same identity ran through all of it
  • Players arrived from home, gameplay and match states, not only the Dream Sports hub
Banners, offers, scratch cards and cross-promotion

08 · How It Looked

DreamPlay touchpoints on Dream11

Banner and bottom nav on Home

The Games tab on the Dream11 bottom nav

Games tab on bottom nav

Mid match upsell

Chapter 09

Where it landed

What did eleven months add up to?

09 · Where It Landed

Eleven months, kickoff to pause

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

Two games, six formats, and a crore of daily CEA, before new gaming rules stopped it.