Monetization Design
Structure IAPs, gacha pulls, battle passes, and bundles that feel fair to players and profitable to studios.
Monetization design is the discipline of deciding what a game sells, how it's priced, and when it's offered, so that revenue and player experience pull in the same direction instead of against each other. It covers in-app purchases, gacha pulls, battle passes, starter packs, and bundles, and more importantly how they fit together into one coherent offer system rather than a pile of disconnected store items. Good monetization works when players feel like they're making choices, not being pushed. That means pricing the right items, at the right moments, with the right value perception, without creating friction that breaks progression or erodes trust. The work spans offer and placement design, pack value curves, bundle differentiation, and the balance between free-to-play accessibility and a healthy whale ceiling. Done right, it increases revenue without increasing player complaints.
I design offers around player intent, not just price points. The first step is mapping the player journey and finding the moments where spending feels like an opportunity instead of an interruption. From there I build pack and bundle curves where each tier is a clear, fair step up, and I design the offers as a system, so a starter pack, a battle pass, and a premium bundle reinforce each other instead of cannibalizing the core economy. The whole structure is pressure-tested against free-to-play, mid-spender, and whale profiles.
Example
A studio was hitting revenue targets but bleeding goodwill. Players felt the store was working against them. The problem wasn't the price points; it was placement and overlap, with a battle pass, a bundle, and a starter pack all competing for the same purchase. We realigned the offers to the player journey and rebuilt the value curves so each tier had a clear advantage. The same revenue then came from purchases players felt good about, and complaints dropped.
- ✓Offer and placement design
- ✓Pack and price-point value curves
- ✓Bundle and battle-pass differentiation
- ✓F2P-to-whale spending ladder