How a live service game team is structured to make decisions, not just execute tasks. The architecture of meetings, signals, ownership, and escalation paths that turns a reactive team into a diagnostic one.
If you run a live service game, you already know that shipping a feature is the easy part. The harder part is knowing whether it worked, why it worked, and what to do
In every live service organization, the question eventually surfaces: What is the difference between Product Management and Live Ops?
That is not the real question. The real question is this:
How should ownership
Series: Building Player Experience With Intention – Part 3 of 3
In the previous posts, I explored how product managers shape player experience through intentional player journeys and interacting systems over time.
This final
Series: Building Player Experience With Intention – Part 2 of 3
In the previous post, I focused on how product managers participate in game design by shaping individual player journeys with intent, and how
Series: Building Player Experience With Intention – Part 1 of 3
Product management in games is often discussed in terms of execution. Roadmaps. Metrics. Delivery. Alignment.
What gets talked about far less is how