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World Eternal Online

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

My role
Senior Game Designer & Product Manager
Studio / context
Core Loop
Period
11/2024–09/2026
World Eternal Online project image
01 / PROJECT NOTES

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.

+10% month-over-month

Contributed to revenue growth through game design, monetization and LiveOps initiatives.

World Eternal Online gameplay. Video from my original portfolio.

02 / PROJECT NOTES

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.
03 / PROJECT NOTES

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.
04 / PROJECT NOTES

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.
Explore another project

Fishing Clash

Let’s build something players love

Your next game.
Let’s talk.

Looking for a game designer who connects player experience, product thinking and hands-on delivery? I’m open to full-time opportunities and collaborations.