Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 14, 2026 · 4 min read
Players who browse without buying still matter a lot
A store visit that ends in nothing is filed as a failure. Those visits are the largest source of information about what your catalog is missing.
Aug 14, 2026 · 4 min read
Age signals travelling across your whole SDK stack
Knowing a player is a minor is only useful if every component that makes a decision about them knows it too. Most stacks propagate it to some of them.
Aug 13, 2026 · 4 min read
What to do when a live event underperforms mid-flight
Three days into a week-long event, the numbers are poor. Changing it now fixes the week and can cost more than the week was worth.
Aug 13, 2026 · 4 min read
Personalised pricing and what you have to disclose
Showing different players different prices is increasingly a disclosure obligation rather than a quiet optimisation. The line sits between price and offer.
Aug 13, 2026 · 4 min read
Consent changes mid-session and what quietly breaks
A player withdrawing consent during play is a state change most games handle at startup only. What runs in between is where the exposure sits.
Aug 12, 2026 · 4 min read
The real cost of a bad economy change is player trust
The currency involved in an economy mistake is usually recoverable. What players conclude about whether the game is fair to them frequently is not.
Aug 12, 2026 · 4 min read
Earned versus spent across your players' whole tenure
The ratio of what players earn to what they spend is a single number. Plotted against how long they have played, it becomes a map of your economy.
Aug 12, 2026 · 4 min read
An economy change review that catches real mistakes
Code review catches bugs and misses economy errors entirely, because a wrong number is syntactically perfect. A different set of questions is needed.
Aug 11, 2026 · 4 min read
Running live ops across multiple player time zones
One global schedule means most of your players get events at the wrong time of day. Fixing it is mostly a decision about what a day means.
Aug 11, 2026 · 4 min read
Localised offer content versus localised price points
Adjusting prices for a market is well understood. Adjusting what is in the offer is usually the larger lever and almost nobody does it.
Aug 11, 2026 · 4 min read
Designing a game economy that has to last five years
Most economies are designed for launch and then patched forever. A few decisions made at the start determine whether the game can still be tuned in year four.
Aug 10, 2026 · 4 min read
Onboarding a new hire into a live game economy safely
A new person on a live economy is dangerous for about three months. Not because they lack skill, but because everything looks like it needs tidying.