The arsenal of a game designer's skill set: what it should be like
Oleh Medvid
- Hall:
- Red Sea Hall
What the talk is about
Oleh Medvid explains how a game designer can turn a vague request like "increase ARPU" into concrete work. First, clarify the exact metric: cumulative or not, over which period, and driven by what — conversion, average purchase size or repeat payments. Benchmarking against genre reports helps judge which targets are realistic. The metric is then broken down into conversion by day, and features are matched to each: welcome offers, subscriptions, a piggy bank, timers, discounted offers. A competitor matrix shows what exists in our game and theirs. The speaker advises building a personal library of features, with screenshots and short notes sorted into folders, so a feature document can be written in a day instead of a week. Useful for game designers and producers on free-to-play projects.