Gaming product consulting

Evidence-led product decisions for games

Evidence-led product decisions for games

Evidence-led product decisions for games

I help studios and game teams decide what to fix first in retention, monetization and live ops, then tune it with tests. If you want, I stay on to run the plan.

Book an intro call

Always included

Architect-lead

Add when you want it

Hands-on build

You choose

Which parts

What I build

Where studios usually need help

Retention

Where players drop off in the first days and weeks, and what to change first.

Monetization

How and when players pay, what the offers are worth, and where revenue is left behind.

Live ops

Events, seasons and content cadence, and how to test what works before you scale it.

Roadmap and team

What to build next, how to weigh it, and how the team runs experiments week to week.

How it works

Advice only, or advice plus hands-on work

Lead, always

Architect-lead

I set the plan: what to fix first, which tests to run, and how to read the results. Your team or a partner runs it, and I review what ships.

  • A ranked plan for retention, monetization and live ops

Hands-on, added on top

Lead plus hands-on tuning

Everything above, and I work the plan myself with your designers: event tuning, offer tests and readouts. Costs more, because it is more of my time.

  • Event and offer tests set up and read out

Hands-on work always comes with the lead work. You can take the lead on its own, but not the other way round.

Proof

Game work I have done

Web

Casual web games needed cross-platform delivery

I led a broad range of casual web games for entertainment licenses across platforms. The work brought production and product direction together so teams could deliver varied game experiences rather than rely on a single-title approach.

Puzzle

A live puzzle game needed an operating owner

I took over a live puzzle game and built the team and profit-and-loss ownership over the following months. That established an operating base for its roadmap, live operations and commercial decisions.

Mobile

A licensed mobile portfolio needed a new cost model

I ran a portfolio of licensed mobile games through a move from revenue sharing to in-house fixed costs. The shift brought delivery and operating economics under a clearer internal model for the portfolio.

Shooter

Shooter engagement had to work across platforms

I led core gameplay and engagement for a shooter played across platforms. Across shooter, puzzle, casual web and licensed mobile work, I also supported soft launch, live operations, user acquisition and ad monetization.

Fit

Is this a fit for your game

A good fit

You run a live or soft-launching game and suspect retention or revenue is leaking, and you want a clear plan, with or without hands-on help.

Not the right fit

You want a game designed from scratch, or a publishing deal. If you are not sure which side you are on, the intro call settles it.

Questions

What studios ask

Tell me what the system has to decide

Tell me what the system has to decide

Tell me what the system has to decide

Patrick Antoine smiling

Book time directly with Patrick.

Book an intro call