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| Status | Thumbnail | Impressions | Qualified Plays | Avg Session | QPTR |
|---|---|---|---|---|---|
| Total | 4,463,207 | 93,026 | 16.55min | 2.08% | |
| ● Active | 1998 | 613,714 | 18,977 | 17.9min | 3.09% |
| ● Active | 10 | 36,022 | 1,671 | 15.0min | 4.64% |
| ● Active | 0 vs 9999 | 1,122,843 | 26,413 | 16.3min | 2.35% |
| ● Active | 1+ | 1,730,158 | 41,483 | 16.1min | 2.40% |
| ● Active | +10M | 216,602 | 4,482 | 17.1min | 2.07% |
Took daily revenue from 20K to 200K+ through targeted monetisation changes. Optimised gamepass pricing, devproduct funnels, and spending triggers. Highest-impact LiveOps project on my record.
Managed day-to-day operations, dev team output, and update scheduling for Kio & So. Consistent content delivery and quality standards across every patch cycle.
Directed every update, scripting priority, and feature rollout. Weekly thumbnail reworks with CubeGraphics drove millions of impressions. Full dev team pipeline across scripting, modelling, UI, and VFX.
There are two metrics I pay close attention to. One tells me whether a thumbnail is compelling enough to earn the click. The other tells me whether the game is valuable enough to earn a player's spend. Across my titles, both have consistently trended upward.
Send me your game and I review it end to end. Core loop, monetisation, retention, thumbnails, first session, paywalls. Same lens I use on 162M+ visit titles. You get a written report with ranked priorities and exact changes to ship next.
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