Games
2025

Live Product Turnaround

Rebuilt a stalled mobile game by redesigning progression and monetization systems, tripling retention and doubling revenue.

Role: Product Lead · Live Services & Retention Systems
Live Product Turnaround

Situation

Penguin Life started as a reskin of an older game that had gone stale. The core loop still worked, but it wasn't pulling people back. Progression felt shallow, sessions felt disposable, and we were leaning heavily on forced ads to make the numbers work.

Players would drop in, pass time, then leave. It wasn't a content problem. It was a purpose problem. There wasn't enough to work toward, and the game wasn't respecting their time.

Side by side: the previous version (left) and the redesigned version (right). Clear progression, collection, and rewarded ads.

Side by side: the previous version (left) and the redesigned version (right). Clear progression, collection, and rewarded ads.

My Role

I owned the reset. I defined the new direction, set the roadmap, and led the team through redesign and launch. This was not a greenfield build. It was a focused rebuild of what mattered most.

My job was to separate cause from symptom, align progression and monetization around real player intent, and ship changes that would hold up under live metrics and player feedback.

Key Actions

01

Found the root cause

Stopped treating retention like a tuning problem. The real issue was motivation. Players had no durable goals and no reason to return, which made every downstream metric look worse than it needed to.

02

Added long term goals through collection

Introduced collection based progression layered on top of the existing loop. Short sessions now contributed to visible, persistent progress. Players could see what they were working toward and why it mattered.

03

Rebuilt monetization around choice

Removed forced ads and shifted to convenience based rewarded ads. Ads became optional value, like unlocking shortcuts and bridges when players wanted them, instead of interrupting play.

04

Closed the feedback loop early

Added an easy in game bug reporting flow and set up an internal process to respond quickly. This let us launch earlier, fix issues fast, and keep the community engaged by visibly acting on player feedback.

Sticker Book: the collection system that gave players a reason to return.

Sticker Book: the collection system that gave players a reason to return.

Results

3X
Day 7/Day 30 Retention
2X
ARPDAU
4.6★
Top Rated PlayEmber Game

Day 7 and Day 30 retention increased by 200%+ versus the previous version after giving players durable long term goals through collection based progression.

Revenue increased by 100%+ after removing forced ads and shifting to convenience based rewarded ads. RVs grew from 30% to 100% of ad revenue as players opted in when it actually helped them.

Penguin Life became PlayEmber's highest rated Android game at 4.6★, driven by stronger game design and a fast feedback loop that allowed issues to be identified and resolved quickly after launch.

Key Learnings

Challenge the model sooner

We spent too much early time tuning around symptoms. The faster move is to question the structure underneath, even when it feels risky.

Retention follows goals

Content helps, but it rarely fixes the core issue. Clear goals and visible progress do, especially in short session mobile games.

Feedback loops protect velocity

Shipping early only works if players can report issues easily and the team responds fast. Trust, ratings, and engagement followed once players saw feedback turn into fixes.

vibe coded withlove·Cary, NC·mistakes my own