Monetization Design
Monetization design shapes how a game earns money: offers, pricing, currencies and progression, without wrecking the experience.
The discipline designs the commercial systems of a free-to-play or live game. That means the shop and its offers, the soft and hard currencies, battle passes and subscriptions, the pricing of each item and how all of it meets progression and difficulty.
The work is iterative and measured. Hypotheses are tested against cohorts, results read together with analytics, and a change that lifts revenue but costs retention is a failure rather than a win. Player trust is the resource being spent, and it does not come back.
Economy design is the closest neighbour and often the same job: it balances the flow of resources, while monetization design decides where real money enters that flow. Both sit between game design, product management and analytics.
Where these positions are: Helsinki (4 positions), Barcelona (3 positions), Berlin (3 positions), Paris (3 positions), Hamburg (2 positions), Amsterdam (1 position)
Open positions for Monetization Design (18)
Economy & Balancing Game Designer - Casual HTML5 Games (remote, fulltime)
Lead Product Manager - RPG
Director of Product - RPG
Senior System Designer - Mob Control
Senior Game Designer - Mob Control
Principal Product Manager, Live Ops & Monetization, Hay Day
Product Manager – LiveOps Track (Sunshine Island)
Senior Product Manager (Liveops)
Senior Product Manager - Paper.io 2
Principal Product Manager, LiveOps & Monetization, Clash Royale
Senior Product Manager, Live Ops & Monetization, Hay Day
