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Gameloft - Montreal

Montreal, Quebec - Canada
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Game Economy Designer


Following the release of multiple successful iPhone titles such as the Modern Combat, Dungeon Hunter, Gangstar and Asphalt series, Gameloft is currently looking for a Game Economy Designer to work on the next generation of iPhone, iPad and Android games.

Gameloft creates games for all digital platforms, including mobile phones, smartphones and tablets (including Apple® iOS and Android® devices), set-top boxes, Smart TVs, and HTML5 browsers. Founded in 1999 and a top innovator in its field, Gameloft distributes its games in over 100 countries.

Main Tasks and Responsibilities

As a Game Economy Designer, your responsibility is to understand how a game works as a service for its customers and how the customers behave in it. You will be identifying and developing the purchase drivers in the game economy context and providing constant data-driven recommendation on design, tuning and pricing in order to improve financial performance of games.

To do this, pre-release, you’re able to design the virtual products a game will offer, define metrics which allow you to individually measure their impact in a given title and work closely with the development team to see those designs refined and metrics implemented.

Once the game is launched, you’re able to analyze the collected data and report which are the performing/underperforming aspects of the game economic model, why, and provide solutions to Gameloft management.

This is a position requiring a mix of strong economic and marketing knowledge with a passion for analytical game design and the emerging free-to-play business model. 

Day-to-day Tasks Include:

·         Defining the virtual products and their statistics with the development team and understanding how each of them contributes to the game dynamics

·         Identifying the potential sale drivers for the different product categories in the game economy, and defining the key points of exposure for those drivers

·         Balancing the needs for those virtual products, their relationships, life cycles and their streams of availability

·         Managing pricing to create specific price point roles and implementing selling strategies for higher price points

·         Regularly providing user feedback and statistics/price point tuning to development team based on play-testing, both during game development and post-release

·         Analyzing the evolution of the metrics you defined to spot both monetization bottlenecks and facilitators, then reporting suggestions for game design or strategy accordingly

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