Chapter 4: Production & Systems (The Execution Phase)

Show Me the Money But Don’t Scare the Players

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Monetization isn’t just a store at the end of production.

It’s a design pillar. This talk covers how to think about monetization strategically from the pitch stage to live-ops: defining your player value loops, balancing cultural fit with financial goals, mapping your in-game economy, and designing effective battle passes and events. Whether you’re F2P, premium, or hybrid, you’ll leave with a clear structure for building a sustainable economy around your game.