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Economy & Sales Design

Game: Cookie Jam

Role: Lead Game Designer

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Lead the design team to create new economy and sales features and systems.

Overview

I was the lead designer of the Sales & Economy team for Cookie Jam. I lead a team of 2 designers through the creation of 5 different sales features. I worked closely with the product team to identify key KPIs to target the sales as well as started work on a new direction to take the game's sale system.

Live Operated Sales

I led the redesign of a live-operated sale system to offer greater flexibility and efficiency for the product and live ops teams. The original system was static and difficult to update, so I created a dynamic solution by integrating our back-end deployment system with in-engine technology. This new design allowed for the use of animations and effects to draw player's attention to sales and special offers. Additionally, I introduced new gameplay sale triggers, enabling sales to surface in more engaging ways during gameplay.

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I worked closely with tech art, UX, engineering, and product teams to ensure the new system met all their needs. The redesign made the entire system fully live-operable, allowing the team to adjust pricing, bundles, and assets over-the-air without needing a full update. This resulted in a more flexible, responsive system that significantly improved live ops efficiency.

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Live operated sales - everything from the triggering to the theming and bundle contents/pricing are completely live operable OTA

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Dynamic Storefront

The Dynamic Storefront was a system that I designed that allowed different store layouts presented to the player depending on:

 

  • Where the player accessed the store

  • The player's spend profile

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This system was meant to allow for the store to show the player offerings that were more relevant to what the player needed and what their optimal price point was, thus making it more likely for them to make a purchase.

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However, through detailed A/B testing, we learned that players responded better to a consistent store experience.  

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A version of the Dynamic Storefront is currently live in the game, though, which surfaces the live operated sale in the store whenever that sale is available.

Dynamic Storefront allowed the landing page of the store to change based on player need and spend

Other Sales Features

Other sales features designed by my team under my leadership and direction.

BOBA Sale (Buy One Buy All)

Players are given the choice of three sale bundles to purchase. They can either purchase one of them or all of them together at a severe discount.

Conveyor Sale

A progression sale where players must collect the previous item before being able to access the next. A cadence of free and purchasable items rotate along the track, enticing the player to make small purchases to gain access to the freebies.

Build a Bundle

A sale that tested the concept of allowing players to create their own bundle. The hypothesis was that if players could not find a bundle to their liking, they would be drawn to creating one one their own.

The feature was removed from live after testing. We learned that with the limited offerings available to customize a bundle with, players were not interested in spending time to customize their own bundle and the main draw of a bundle was the flat price.

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