I worked on expanding our internal B2B platform with a game economy management module. The goal was to let studios configure in-game economies, run experiments, and adjust monetization without shipping code for each change. The capabilities were adopted by titles such as Mob Control, Block Jam, and Monster Survivor, contributing to stronger revenue performance.
Our portfolio was shifting from primarily hypercasual titles toward more complex hybrid casual games. That changed the design problem: teams needed tooling for sustained engagement, longer-term economy tuning, and more nuanced monetization models.
New studios were joining with different content structures, monetization strategies, and operating habits. The challenge was not only adding features, but defining a system flexible enough to support variation without becoming fragile or overwhelming.
We started with a broad benchmark across both game systems and adjacent SaaS tools to understand expected capabilities, interaction patterns, and where a more opinionated platform could add value.
From there, we moved into feature framing using affinity mapping and a method I developed called Cartesian mapping, where desired capabilities were plotted against benchmarked tools. That made tradeoffs easier to discuss, helped surface differentiation, and gave us a clearer sequence for implementation.
We then tested the model through both Figma prototypes and production-ready builds. Validating across design and implementation helped expose where ideas that looked sound in prototype broke down under real operational constraints.
Next time: support structured CSV ingestion from day one, design version one for higher entity volume, and plan adoption paths that fit teams before they reach full economy complexity.