Studio Growth · 12M+ visits

    Scaling a UGC studio to 12M+ visits

    A stalled flagship game leaking players every weekend needed to become a live-ops platform — without a rewrite the team couldn't afford.

    Client
    UK UGC studio (NDA)
    Duration
    14 weeks
    Team
    1 producer, 2 engineers, 1 designer
    Platforms
    Roblox PC, Roblox Mobile, Xbox
    38k
    Peak concurrent users
    +41%
    Day-7 retention
    +3.2×
    ARPDAU
    12.4M
    Total visits (quarter)

    The challenge

    • Server tick was spiking above 60ms during peak play — mobile players were disconnecting mid-round.
    • Monetisation was flat: only 1.2% of DAU converted to a first purchase in the first 30 days.
    • The team wanted a live-ops cadence but had no telemetry beyond Roblox Studio's built-in analytics.

    Our approach

    01

    Server profiling & rewrite of the round loop

    We instrumented every remote event, rewrote the round manager as a single authoritative loop, and moved cosmetic replication off the critical path.

    02

    Economy redesign

    A gated first-hour reward loop, a soft-currency sink, and two low-friction premium bundles priced against benchmark titles in the same genre.

    03

    Analytics + weekly live-ops

    PlayFab-backed event pipeline plus a weekly build cadence — every ship shipped behind an on/off feature flag so we could A/B without patch-lag.

    "They didn't just ship features — they turned our game into a business. We now plan quarters, not sprints."

    Studio Director · UK UGC Studio

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