
Explore free-to-play monetization and live game operations through practical tools, including an economy calculator, progression design templates, and a content delivery planner, for junior game designers and product managers.
Learn to use a game design diary to study monetization and live operations through reverse engineering, keep organized notes, and apply insights to your own games.
Compare premium versus free-to-play models, explain how free-to-play leverages platform access and microtransactions, and discuss hybrid monetization shaping mobile and global hits.
GAAS reframes free-to-play games as live-operated services, using time-limited events and personalized experiences to maximize value and sustain player engagement.
Explore how blockchain and cryptocurrencies enable transparent, irreversible transactions, digital wallets, and token economies in games, examining Axie Infinity, SLP, and AXS, and the rise and risks of blockchain games.
Define a game concept for the main assignment with infinite replayability or extendable content, without relying on actual gameplay. Delve into the meta, including retention, monetization, and live operations.
Explore how meta game designers shape quests, battle passes, and shops in live-service games, collaborating with gameplay designers to decide rewards, free and premium tracks, and bundle economics.
Explore non-gameplay systems design, including progression leagues, matchmaking, level-up cadences, and rewards, and learn how to align these systems with business goals in games as a service.
Explore how economy designers balance player effort, rewards, and monetization to sustain a live service, tackling battle pass economics, gacha rules, gear systems, and character progression.
Explore how liveops game designers plan, start, monitor, and analyze seasonal events to drive engagement and monetization in games as a service.
Non-paying players deliver value through advertisements, rewarded advertisements, and content, while supporting large matchmaking pools and avoiding cannibalization of in-app purchases.
Apply advanced techniques in game design by using game theory, and cognitive biases like loss aversion, anchoring, and the deco effect, while avoiding dark patterns and respecting ethics.
Invest in meaningful live ops to keep players engaged for years, turning games into enduring services. Drive revenue through GAAS models, as shown by Brawl Stars and Candy Crush Saga.
Explore how LiveOps frames game design as a content treadmill, balancing velocity, value hierarchy, and costs to sustain engagement with heroes, skins, and equipment.
Explore how battle passes function as progression systems within seasons, with defined cadence, velocity, and free and premium rewards. Balance rewards, quests, and shop progressions to drive engagement and monetization.
Define the live event goal, then design a time-limited progression (engagement or monetization) and study examples like a Mother's Day puzzle and fishing set draws.
Learn to visualize game ideas with mock-ups, wireframes, and charts to clearly communicate UI flows, progression, and currency economy, using tools like Figma or Marvel for interactive prototypes.
Explore the non-gameplay aspects of modern game design, understanding their value and complexity, and build a solid foundation to get started, with invitations to share feedback.
Explore the fundamental elements of successful free-to-play live service games through a practical map that acts as a lens to elevate your game design and reveal opportunities.
Free-to-play games generate billions of dollars every year and dominate today's mobile games market. Yet many aspiring game designers, indie developers, and even experienced professionals struggle to understand what makes these games engaging, commercially sustainable, and capable of retaining players for years.
This course is a practical introduction to free-to-play game design and games-as-a-service. Instead of focusing on gameplay mechanics or programming, we'll explore the systems that keep players engaged beyond the first session: progression, virtual economies, currencies, monetisation, retention, live ops, events, and the metrics used to measure success.
Throughout the course, you'll learn not only what these systems are, but why they work, the trade-offs behind different design decisions, and how experienced game teams balance player experience with business objectives.
The course combines game design and product thinking, giving you the vocabulary, frameworks, and mental models used by modern game studios to design and operate successful live-service games.
Whether you're an aspiring game designer, an indie developer considering a free-to-play business model, a product manager, an analyst, or an experienced premium-game designer looking to transition into free-to-play, this course will provide you with a solid foundation in one of the industry's most valuable disciplines.
By the end of the course, you'll be able to analyse successful free-to-play games through a designer's lens, communicate your ideas using industry-standard approaches, and design the core non-gameplay systems that power modern games-as-a-service.
This is an introductory course. No prior experience with free-to-play design is required—only an interest in understanding how successful games are built, operated, and grown.
Languages and subtitles: the course's audio is in English, but subtitles are available in multiple languages. English and Russian subtitles have been manually reviewed, but other languages for subtitles have been auto-translated from English. It's not a perfect solution, but it's better than no subtitles at all. If you see any errors, please let me know, and I'll fix them.