World Eternal Online
Systems, progression and live operations for a fantasy action RPG. Connecting what players do next with why they come back.

A connected
live RPG.
World Eternal Online is a fantasy action RPG spanning mobile and Steam. My work connected core gameplay, progression, social features and live operations into a more coherent F2P experience.
I owned initiatives from problem definition through launch, analysis and iteration, working with Art, Engineering, Analytics and Marketing.
Contributed to revenue growth through game design, monetization and LiveOps initiatives.
World Eternal Online gameplay. Video from my original portfolio.
Reasons
to return.
LiveOps, events & retention
I owned the event calendar and designed regular, seasonal and limited-time events, from high-level concepts to implementation. The work covered event progression, milestones, rewards, currencies, bosses, crafting and economy.
- Events included Succubus Hunt, Mimic Misery, Golem and other recurring and seasonal activities.
- Connected rewards and progression with the wider economy.
- Worked with Art and Engineering to bring events into the live game.
A stronger
economy.
Monetization & product configuration
I designed and optimized offers, pricing and Battle Pass systems, using purchase behavior, conversion and pack performance to guide decisions.
- Rebalanced Battle Pass economy and introduced a second premium tier.
- Implemented First Purchase Bonus and a visual chain offer.
- Designed limited-time offers and promotional bundles around live events.
- Tested regional price-point segmentation and managed configuration across Google Play, App Store Connect and Steam.
One game.
Many systems.
Beyond live content, I worked across onboarding, campaign progression, game-mode structure and social systems.
- FTUE: redesigned onboarding and early progression, then iterated through funnel tests.
- Core & meta: campaign, quests, login rewards, XP and economy balancing.
- Social & PvP: Friends, Parties/Lobbies, Guilds, Battle Royale, Arena and Team Deathmatch structures.
- Decision-making: combined Unity Analytics, AppsFlyer and dashboards with player feedback.