
Live Ops Production and Analysis
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Live Events are monthly in-game special events that are a product of the art and design department collaboration. Our goals are to create Live Events that follow the market trends to attract new users as well as to increase retention.
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Beyond that, Google App Store and Apple Store may feature a game based on the quality of its LEs, which increase visibility and promote user acquisition.
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Method
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Work in collaboration with Data and Design team to identify best-performing skins/features to improve and build on.
- Schedule and manage assets from Art Team 3 months in advance to prepare marketing materials.
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Collaborate with QA and Devs to playtest and bug bash to ensure LE is fully functional 2 months before release.
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Localize events in all supporting languages, and work with Marketing for SEO optimization.
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Work with 3rd parties to send marketing assets to increase visibility.
Results
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New skins received positive player feedback, and LE were featured on App Store consistently one week after release.
- Retention rate increased 15% after a major bug bash performed in September.
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Stacky Bird saw an increase in being Featured in App Store, which led to 20% increase in user acquisition.

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Screenshot of Figma, space where all marketing assets were added for review and QA.

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Screenshot of Excel, where tracking of localizations, art assets and marketing assets were kept track of.
New Game Mode Implementation - PictoSwap
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As an introductory project, I was tasked with creating a new mode for the game Pictoword that would match the theme but appeal to new players.
Design and Production
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Our goal was to create something familiar for users but challenging. Looking at trending word games, Design and Production worked together to write a Game Design Document and assign tasks to the Dev team,
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I led multiple rounds of playtesting and UIUX checks were required to make sure the new game mode felt as an extension of Pictoword.​
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I coordinated with marketing new assets to promote in app store to increase user acquisition.
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I noticed retention would drop after day 2, so I added a reward system to increase Day 7 Retention.
Results
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D7 Retention increase by 10%.
- During an AB test using the UIUX assets used for Pictoswap, the assets had a higher user acquisition so we added it to the other game modes.
- This learning experience helped me become familiar with the whole pipeline and how to effectively keep track of assets within multiple departments.



B2B Relations: Nintendo Launch
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Assisted in creating a marketing plan for Snake.io release in Nintendo Switch as well as working with Marketing and Art Team in the approval and scheduling of assets.
Method
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Compared social media of trending games and recent releases to analyze what gets the best engagement.
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Created a 3-week schedule leading up to the release, where a posts get more frequent as Launch date approaches.
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Approved art assets and social media captions from Art department and made sure they matched the specs for all social media platforms.
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Collaborated and supervised the release of posts with marketing team.
Results
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Increased visibility for the release.
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Engagement with social media posts doubled!


