

Fishing Clash
F2P simulation fishing game
-
170m downloads
-
0.5B$ revenue
-
1.61m AU, 200k DAU
Game Designer & Product Manager
Expertise:
-
Roles: Live Ops Designer, currently Game Designer & Product Manager
-
Expertise: system design, monetization and balancing for F2P
Key Achievements:
-
Successfully owned and implemented multiple features with positive metrics and player feedback
-
Leading feature teams ranging from 5 to 30 members
Arena
Features:
-
New Clan game mode focused on synchronous fishing battle between two clans (up to 100 players fishing in real time!)
-
Brand new fishing minigame
-
Goal: reverse the negative churn and revenue trend during relese of new fisheries (locations)
Results:
-
Players feedback: fun, engaging game mode
-
most of the feedback is positive
-
the only negative aspect so far after the release is time of Arena start -> action point for rebalance in the next weeks)
-
-
Flawless release of the feature (no major crashes/problems, all edge-cases covered)
-
Release date (2.08.2024) had the most spenders in over a year
-
2nd best fishery release of the year 2024 (in terms of revenue)
-
From the initial results: stop in negative trend, stabilising it (still needs longer time period analysing)
-
Next iterations: focusing on monetisation and further UX improvements
Fun facts:
-
~65% of players that could play have visited the Arena (they did it on avg 12-15 times per day)
-
Engagement in fishing on Arena grew from 17% to 25% (in 3 days)
-
Players did not clear any fish stock during 1st Arena, however they have learned how to play thus competition was much higher later days!
-
At first 12k players were fishing but in days 2 & 3 it grew to18k and number of arena fishings grew from 200k to 400k per day
-
Average player had upgraded their first Arena Rod to 8-9 lvl (15 was max)

Clan Games
Features:
-
Revamped system to retain Clans and their top paying players
-
New "Champions" feature for increased competitiveness among Clan members
-
Rewards for top performers with unique game modes and rewards
Results:
-
90% positive player feedback
-
12% increased revenue compared to previous Seasons system
-
Increased top payers daily active sessions
-
More Clans created
-
Reduced points differences between competing Clans, boosting competitiveness
-
Reduced amount of inactive Clans

Powerscore
Features:
-
Consolidates all elements that affects the biggest fish catch
-
Provides players a clear goal: maximize the Powerscore to win events and climb in leaderboard
Results:
-
FTUE:
-
Increased session length sum by 3%
-
Increased retention by 3% (D1, D2, D3)
-
-
Higher payment sum and number of fish caught
-
Longer duel times (1vs1), less surrenders; addressing the issue of players dropping Trophy points to win faster

Boss Hunt
Features:
-
Engaging unique boss encounters with a special minigame
-
Boss Pass for access to special rewards
-
Dedicated collection area for tracking bosses
-
Competitive Boss Hunting with other players
Results:
-
Fun and engaging single-player experience
-
Contributes ~13% of monthly revenue
-
Part of monthly hard currency sink by 9%

Medals
Features:
-
Unique badges awarded per level with milestone rewards
-
New achievements and additional thresholds for existing ones
Goals:
-
Enhanced the prestigiousness of difficult tasks
-
Provided visually appealing badges

Rod System Redesign
Improvements:
-
Enhanced visuals and streamlined flow of rods upgrading and assigning fish to them
-
Added features to address equipment management issues (e.g., too many rods [crashes], unclear goals [churn])
-
Auto Upgrade System: automatically merges thousands of rods into higher-level ones
-
Supercharge Mode: Uses surplus rods as "fuel" for a temporary boost, resulting in bigger fish catches
-
Results:
-
Quality of live UI&UX imprements
-
Base for new features: Vouchers for Supercharge

Unity Engine, google sheets, other tools
I am responsible for creating proper model, testing the acceptance criterias and preparing the development versions for playtests (together with running them and making improvements based on them). I got experience in:
Creating content models
-
Spreadsheet balancing and implementing it into the model. Balance draft example
-
Creating own development environment in Unity and setting up proper content
-
Testing the features and retesting (with playtests)
