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 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 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.
Jul 31, 2026 · 4 min read
Reward inflation across a live game's whole lifetime
Every new event has to feel worth doing, so it pays slightly more than the last one. Two years of that produces an economy nobody decided to build.
Jul 28, 2026 · 5 min read
The post-event economy hangover and how long it lasts
A generous event ends and revenue dips for a fortnight. That dip is not players losing interest — it is the currency you handed out still being spent.
Jul 27, 2026 · 4 min read
Event overlap: when two events compete for one wallet
Running two events at once looks like twice the opportunity. If both ask the player to spend the same currency, they are splitting one budget, not doubling it.