Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
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 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 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 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.
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 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 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 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.