Retention & progression
Whether users stay long enough, and progress smoothly enough, to reach the part of the product that retains and monetizes. Annotated onboarding walkthrough, progression funnel, prioritized pacing fixes.
Your live game or consumer product acquires users well, then loses them before they pay back what they cost. We audit retention, liveops and monetization, and hand your team build-ready specs it can implement, not a backlog of recommendations.
It's the same shape every time. Acquisition works and the early funnel looks healthy. Then value leaks out somewhere your dashboards don't explain. Sometimes it's a retention cliff. Sometimes there's no event cadence at all, or an offer model nobody has touched since launch. We find the leak, put a size on it and give you the fixes in the order to build them.
This is product and growth work, not an AI engagement, though it often maps the workflows an AI Build Program later automates. Patrick spent fifteen-plus years shipping free-to-play at PopCap (EA), NaturalMotion (Zynga) and Wooga (Playtika), on progression design, liveops cadence, economy tuning and monetization architecture. So the findings get past the numbers to the behavior causing them.
Whether users stay long enough, and progress smoothly enough, to reach the part of the product that retains and monetizes. Annotated onboarding walkthrough, progression funnel, prioritized pacing fixes.
Whether users come back for a reason you planned, or by accident. Gap analysis, a 12-week calendar template, an engagement-system backlog your team can run.
Where the model leaves revenue on the table, and where new surfaces could earn more without hurting what already works. Teardown, re-architected offer model, revenue-impact estimates.
Fixed fee, paid in two installments: half to begin, half on delivery. It's one engagement with one kickoff, one data handoff and one readout. You're not buying three mini-projects.
An optional monthly retainer covers hands-on implementation once the audit defines the work. The same operators who wrote the specs build alongside your team.
If the diagnosis points to the economy, to UA or to a technical problem instead, we'll say so in the readout and scope it as its own engagement. The audit exists to rule problems in or out, not to set up an upsell.
Bring your retention curve. On the first call we'll give you our read and a straight yes or no.
Most players decide to leave in their first sitting, so a churn score that fires after a week of silence reports a decision already made. Three games this year showed us how to find that moment, and how to prove a fix worked.
The AI that paid off in live ops sat under the calendar, in churn and LTV forecasting, where it puts a decision in front of a person days sooner. The talking NPCs and self-filling calendars vendors pitch first are the wrong place to start.
Every live-ops platform now sells AI, and the prices are public. Buy the part that ships config. Build the part that decides what to ship, because it runs on your game's own history.