What I Learned

I learned to align game mechanics with business objectives by designing engines that balance player enjoyment with long-term economic stability.

I learned to use behavioral analytics to identify player "churn thresholds," creating a repeatable framework for optimizing future revenue events.

I learned to navigate high-pressure technical constraints by re-architecting layouts to improve mobile usability without compromising revenue or reward value.

Proud Story

Proud Story

During my internship, I took end-to-end ownership of an original revenue event by proposing a concept that went beyond the standard project backlog. I managed the entire process from the initial pitch to production, balancing Visual UI, interaction logic, and revenue modeling to ensure the game was both engaging for players and profitable for the business. This proactive approach and business-first mindset allowed me to satisfy all administrative requirements, leading to full approval from leadership to move the project into live production.

During my internship, I took end-to-end ownership of an original revenue event by proposing a concept that went beyond the standard project backlog. I managed the entire process from the initial pitch to production, balancing Visual UI, interaction logic, and revenue modeling to ensure the game was both engaging for players and profitable for the business. This proactive approach and business-first mindset allowed me to satisfy all administrative requirements, leading to full approval from leadership to move the project into live production.

Events Details

In this game, players match cards with identical faces. Cards that have not been flipped will be labeled as "blank," allowing the system to determine their faces. However, once a player has flipped a card, it will retain the same face to make the player feel less randomness (gacha-like game) in the event. If a player unveils a non-matching card, it will return to a face-down position, and its face will not change when unveiled again.

01
Event Goals
02
Event Revenue
03
Event Logic (Coding)
01
Event Goals
02
Event Revenue
03
Event Logic (Coding)

Problem & Solution

Problem:

Lack of Historical Benchmarks

While the company has robust tracking, there was no data for this specific event type to identify the optimal price point. Without knowing the "Churn Threshold" (the exact moment a player stops being willing to pay for a card flip) it was impossible to maximize the event's revenue potential.

Solution:

I designed 3 different layout versions and adjustable settings. This allows the company to easily relaunch the event or change the difficulty without needing to start from scratch.

By tracking how different user groups (A1–A4)* behave, I provided the company with the data needed to balance player motivation with revenue for future events.

Note: User segments A1–A4 are categorized by spending habits and activity levels. Specific names have been anonymized to comply with confidentiality (NDA).

14 Cards Layout Draft

12 Cards Layout Draft

Impact

Impact

Permanent Data Loop

Permanent Data Loop

Created a permanent data loop that allows the company to minimize risk. Administrators can now use gathered insights to adjust the event for the next re-launch or apply successful patterns to entirely different projects.

Created a permanent data loop that allows the company to minimize risk. Administrators can now use gathered insights to adjust the event for the next re-launch or apply successful patterns to entirely different projects.

Problem:

Device Accessibility Gap

High card density and visual clutter made the interface nearly unusable on smaller mobile devices. This created a high risk of mis-clicks and frustrated users on non-premium devices.

Solution:

Re-architected The Layout From Scratch

Since reducing the number of cards wasn’t viable, as it would affect both revenue and perceived reward value. So I reframing the problem around screen-space constraints and system-imposed "dead space," I implemented a horizontal configuration centered around a primary "flip" action. This optimized visual balance while increasing touch-target sizes, ensuring a high-legibility, accessible experience for all mobile viewports.

First Draft

Final Draft

Impact

Impact

Universal Accessibility

Universal Accessibility

The adaptive design ensures the revenue event is fully accessible on any device, eliminating friction and protecting conversion rates for the entire player base.

The adaptive design ensures the revenue event is fully accessible on any device, eliminating friction and protecting conversion rates for the entire player base.