Blog
Stories from the field
Notes from the team — what we learn building AI monetization for Unity and Unreal studios.
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
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 1, 2026 · 4 min read
Genre benchmarks are a starting point, not a target
Chasing a published benchmark optimises your game toward the average of games you did not make. Useful as a sanity check, dangerous as a goal.
Jul 29, 2026 · 5 min read
Deep economies compound while shallow ones plateau
Revenue is concentrating in titles with layered economies and long player lifecycles. Depth is what gives continued operation something to operate on.
Jul 28, 2026 · 4 min read
The live-service correction and what smaller studios learn
Major publishers have cut their live-service slates back to one or two titles. The lesson for a small studio is not to retreat, but it is not nothing either.
Jul 27, 2026 · 4 min read
Live ops is where the revenue actually concentrates
The overwhelming majority of in-app purchase revenue now comes from games running active operations. That reframes live ops from a nice-to-have to the product.
Jul 16, 2026 · 6 min read
Live ops seasonal art: reusable systems beat one-off bursts
Running frequent seasonal events strains art teams the same way it strains offer design. Reusable art systems fix it. One-off bursts don't scale
Jun 21, 2026 · 5 min read
Ads vs IAP ratio: your genre sets it, not a benchmark
The right ads-to-IAP revenue mix is decided by your genre, not an industry average. Here is why a borrowed ratio quietly misleads.
Jun 4, 2026 · 6 min read
Live ops templatisation: when reusable beats bespoke
Publishers are moving from bespoke live ops per game to reusable systems across the portfolio. Here is what changes when live ops becomes infrastructure.
Jun 3, 2026 · 7 min read
When revenue rises and downloads fall: the 2026 squeeze
Mobile revenue is up while downloads are down. That gap is where every studio's monetisation pressure is being concentrated. Here is what it means.
Jun 3, 2026 · 7 min read
Diversified monetisation: when each channel earns its place
IAP, ads, web shops, subscriptions — modern mobile monetisation uses all four. Here is how to decide which channel each player should see.