Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
Aug 10, 2026 · 4 min read
Deciding offers on the player's device or on the server
Where the choice of what to show gets made determines how fast you can change it, what it can know, and whether players can tamper with the result.
Aug 10, 2026 · 4 min read
Cross-title player value across a studio portfolio
A player who leaves one of your games for another has not churned. Most measurement treats them as a loss, which makes portfolio decisions worse.
Aug 9, 2026 · 4 min read
Your top-spender group shrinks before revenue does
When a game starts declining, revenue holds up for a while because the remaining big spenders spend more. The count moves first and nobody watches it.
Aug 9, 2026 · 4 min read
Refund clustering is an offer design signal, not noise
Refunds spread evenly across a catalog are a cost of doing business. Refunds concentrated on one offer are that offer telling you something specific.
Aug 9, 2026 · 4 min read
A discount and a price change are not the same thing
One is a temporary event with a reference price behind it. The other resets what players believe the thing is worth. Teams use them interchangeably.
Aug 8, 2026 · 4 min read
What a healthy first-week economy actually looks like
The first week sets a player's understanding of what things cost and whether earning is worthwhile. Most of the damage done here is invisible until much later.
Aug 8, 2026 · 4 min read
Event rewards that do not wreck the base game economy
Events need to feel worth doing, which pushes rewards up. The base economy needs prices to mean something, which pushes them down. Both can be satisfied.
Aug 7, 2026 · 4 min read
The hidden exchange rate between your two currencies
Most games with hard and soft currency never state a conversion rate, but one exists implicitly and players work it out faster than studios do.
Aug 6, 2026 · 4 min read
Unwinding currency inflation after a generous event
One event paid too well and now everyone is rich. Cutting rewards back is the obvious move and the one most likely to make things worse.
Aug 6, 2026 · 4 min read
Sink placement: front-loaded or back-loaded progression
Where you put the expensive things in a progression curve decides who reaches them, and whether the economy holds together for long-tenured players.
Aug 5, 2026 · 4 min read
When a winning test result should not be shipped at all
A variant can win its measurement and still be the wrong thing to ship. The metric it won on is rarely the only thing the change affected.
Aug 5, 2026 · 4 min read
Live-ops handoff notes that actually transfer knowledge
When the person running your events leaves, the calendar survives and the reasoning does not. The reasoning is the part that was doing the work.