Product & Game Economy Design — London
Fifteen years building retention, progression and monetization systems for large-scale consumer products — Pixel Gun 3D, Avakin Life, The Sandbox — now applied to fintech, fitness, social and other consumer products outside games.
Skill Tree
The same design questions show up everywhere — why return tomorrow, what feels like progress, what should be scarce. Games just answered them first.
Habit loops, goal structures and pacing that make coming back feel earned, not extracted.
→ Lifts D7 / D30 retention
Balancing currencies, pricing and scarcity so spend feels fair and revenue scales without breaking trust.
→ Lifts ARPPU without churn spikes
Event cadences, seasonal content and social mechanics run on a schedule, not improvised release by release.
→ Sustains engagement post-launch
Applying the same systems thinking to fintech saving habits, fitness streaks, dating scarcity and community status.
→ Translates directly to non-gaming KPIs
Quest Log — Track Record
Products with real reach. The numbers below are publicly reported by the companies themselves.
Product discovery, feature design, audience & market analysis, and post-release analysis on Nexters' flagship RPG battler across mobile and web.
Creator ecosystems, UGC tooling, digital ownership and platform economics for a voxel-based virtual world where users build and monetize their own experiences.
Social virtual worlds, avatar identity, digital goods and virtual economies for one of the longest-running social platforms on mobile.
Retention, monetization, engagement and LiveOps design for a long-running mobile shooter operating at massive scale across iOS, Android and Steam.
Figures as publicly reported by GDEV / Nexters, Cubic Games, Lockwood Publishing and Animoca Brands. They describe product scale, not individual attribution. All game icons and trademarks belong to their respective owners.
Contracts
Fixed-scope engagements for teams that need senior retention and economy thinking without a full-time hire.
A structured diagnostic of your product's progression, pricing and engagement systems, with a prioritized roadmap.
For non-gaming products — redesigning onboarding, progression or streaks for fintech, fitness, social or education products.
Ongoing senior involvement in feature design, metrics and roadmap for teams that need it part-time, not full-time.
Indie Mode
Most indie teams get the mechanics right and the economy wrong — currencies, pricing and progression bolted on late. Pricing here flexes to match a small team's budget and stage.
A fast, focused pass on your game's economy, progression and first-session retention — what's working, what's leaking, and the top fixes to ship next.
A lightweight event cadence, offer structure and first content roadmap so launch week doesn't run on improvisation.
For teams that are cash-tight but have a live or near-live game: a reduced upfront fee plus a share of the uplift, so incentives stay aligned.
Co-op Mode
Working with a small number of early-stage teams on the systems that determine whether a product retains and monetizes — usually the gap between a good idea and a durable business.
Structured as advisory equity with a cash retainer, not open-ended volunteer time.
Building
AI-assisted development means product ideas can reach a working prototype fast — useful for testing a mechanic before recommending it to a client.
A browser-based multiplayer shooter built to test real-time multiplayer, matchmaking and leaderboard mechanics end to end.
Small consumer-product experiments used to validate mechanics quickly before deciding what's worth building further.