Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
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.
Aug 5, 2026 · 4 min read
Control groups without giving up the revenue they cost
Holding players back from a change is the only way to know it worked. The objection is that it costs money, and that objection is mostly answerable.
Aug 4, 2026 · 4 min read
Testing changes when your player base is still small
Standard testing advice assumes traffic you may not have. With a few thousand players, most differences you can detect are not the ones worth acting on.
Aug 4, 2026 · 4 min read
Seasonal resets and what happens to stored player value
A season reset clears progress to make room for the next one. What it does to the things players bought during the season is the part that generates complaints.
Aug 3, 2026 · 4 min read
Offer timing versus offer content: which moves more
Teams iterate endlessly on what is in an offer and rarely on when it appears. The moment is usually the larger variable, and it is cheaper to change.
Aug 3, 2026 · 4 min read
Players who never spend are still worth designing for
Most of your players will never buy anything. Treating them as failed conversions costs you the thing they actually provide, which is not nothing.
Aug 3, 2026 · 4 min read
An economy design doc that survives contact with live data
Most economy documents describe intent and go stale in a month. The parts worth writing down are the ones that stay true when the numbers change.
Aug 2, 2026 · 4 min read
When to sunset a currency in a live game's economy
Games accumulate currencies. Removing one is harder than adding it, and doing it badly costs more trust than the tidier economy is worth.
Aug 2, 2026 · 4 min read
Store visit frequency is an intent signal you ignore
A player who opens the shop four times without buying is not failing to convert. They are telling you they want something you are not selling.
Aug 2, 2026 · 4 min read
Rollout safety for changes to a live game's economy
A bad economy change is not like a bad UI change. Players keep the currency, and you cannot undo a balance by reverting the config that produced it.
Aug 1, 2026 · 4 min read
The second session predicts what the first one cannot
First-session analysis dominates onboarding work. The second session is where a player decides the game is a thing they do, and it behaves very differently.