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The Quantitative Design Studio for Game Systems & Economic Modeling

 

 

Introduction: The Science of Retention – Engineering Your Game’s Economy

 

In the modern “Games as a Service” (GaaS) and Free-to-Play (F2P) economy, the launch of a game is not the end; it is the beginning. The single most important factor that determines a game’s long-term success is not its graphics or even its “fun” in the first 30 minutes. It is its long-term retention, and its ability to create a sustainable Economy. This is the domain of Systems & Economy Design, a highly-specialized, data-driven, and “quantitative” sub-field of game design.

This is the science of player psychology, behavioral economics, and mathematical modeling. It is the architecture of “loops” and “motivations.” It is the art of balancing “Faucets” (how players earn) and “Sinks” (how players spend) to create a stable, non-inflationary virtual world. It is the design of a Progression system that feels rewarding for 10 hours, 100 hours, and 1,000 hours. In the F2P and Web3/P2E markets, the Economy Designer is, without question, the most valuable and high-impact member of the entire creative team. A flaw in this system is not a minor bug; it is a fatal “death-spiral” that will kill your game’s community and revenue.

Our studio is a specialized, “quantitative-first” design firm. We are not generalist designers; we are a dedicated team of Game Economists, Systems Designers, and Data Analysts. We are the “math-whizzes” and “psychologists” you bring in to architect the core mathematical and motivational systems at the heart of your game. We design, model, and balance the interconnected systems that define the entière player journey: Core Gameplay Loops, Progression & Retention Systems (XP, Loot), and Monetization & Virtual Economies (F2P, P2E).

This document provides a granular, exhaustive overview of our highly specialized services. We will explore our “quantitative-first” philosophy, our process for building and “simulating” a virtual economy before a single line of code is written, our mastery of F2P monetization and Web3/P2E tokenomics, and the engagement models we use to act as your “Chief Economist” for your game’s entire lifecycle.


 

Section 1: The Philosophy – The Mathematical “Engine” of Fun

 

Our core philosophy is that “long-term retention is a solvable math problem.” We deconstruct “fun” into its component parts: Motivation, Effort, Reward, and Progression. We then build a mathematical “engine” that models and balances these forces.

1.1. The “Loop” is Everything: Core, Session, & Meta-Loops We build a “hierarchy” of loops to structure the player’s experience.

  • 1. The Core Loop (Seconds-to-Minutes): This is the “base” action. (e.g., Diablo: “Kill Monster -> Get Loot”). It must be viscerally satisfying.

  • 2. The Session Loop (Minutes-to-Hours): This is the “goal” for a single play-session. (e.g., Diablo: “Use Loot to… Complete a ‘Dungeon’ -> Get Better Loot -> Unlock new ‘Dungeon'”). It must provide a clear, short-term goal.

  • 3. The Meta-Loop (Days-to-Months): This is the “long-term” progression. (e.g., Diablo: “Use Better Loot to… Perfect a ‘Build’ -> Climb a ‘Leaderboard’ -> Earn ‘Seasonal’ Rewards”). This is the “forever” loop that creates a hobby.

  • Notre processus : We will design these three loops on paper first, as a flowchart. This diagram becomes the “master blueprint” for the entire game’s progression and retention systems.

1.2. The “Faucets & Sinks” Economic Model (The “Bathtub” Analogy) A virtual economy is a “bathtub.” Your goal is to keep the water level (total currency in the world) stable.

  • Faucets (The Tap): These are all the ways “currency” (e.g., Gold, $Tokens) enters the game. (e.g., “Killing a monster,” “Completing a quest,” “Daily login bonus”).

  • Sinks (The Drain): These are all the ways currency leaves the game permanently. This is the most critical, and most often-failed, part of economy design. (e.g., “Item repair costs,” “Crafting fees,” “Auction-house taxes,” “Consumable items”).

  • The “Death Spiral”: If Faucets >> Sinks, your economy inflates. “Gold” becomes worthless. Prices for player-traded items go to infinity. New players cannot compete. Your game dies.

  • Our Solution: The “Economic Model” (Excel): We will build a complex Excel/spreadsheet model avant production. This model simulates your game’s economy. We create “agents” (e.g., “1000 ‘Newbies’,” “500 ‘Grinders’,” “100 ‘Whales'”). We then “run” the simulation for 365 virtual “days.” This allows us to find the “death spiral” in a spreadsheet—and fix it—avant you spend $50 million building the game.

1.3. The Psychology of Monetization (Ethics-First Design) Monetization is not a “dirty word”; it is the “price” of a F2P experience. Our philosophy is to create “value,” not “friction.”

  • Bad Monetization (Friction): “You are out of energy. Pay $1.99 to keep playing.” This creates resentment.

  • Good Monetization (Value): “Do you like that “Level 1” free sword? Here is a cosmetically stunning “Level 50” sword skin for $9.99. It has no extra stats, but it looks amazing.”

  • Notre processus : We design monetization around “The 4 ‘C’s”:

    1. Cosmetics: (Skins, emotes, effects). The #1, most ethical, and most profitable driver.

    2. Convenience: (More inventory space, “XP Boosts”). Allows players to “buy back” time, not power.

    3. Content: (Battle Passes, DLC). A “subscription” that provides a steady stream of new goals and rewards.

    4. Catch-Up: (Level-boosts for alternate characters).

  • We are experts at designing these systems (especially the “Battle Pass”) to be mathematically-balanced, rewarding, and ethically sound, creating “happy-to-pay” players, not “forced-to-pay” victims.


 

Section 2: Core Service Offerings (A Quantitative Deep-Dive)

 

We offer three core “quantitative” design packages, which can be engaged individually or as a complete service.

2.1. Service: Progression & Retention Systems Design This is the “XP Curve” and “Loot Table” service. We build the “treadmill” that keeps players running for years.

  • XP & Leveling Curves:

    • Processus : We do not guess. We mathematically model the entière player journey. “How many ‘quests’ (or ‘monsters’) should it take to get from Level 1 to Level 2? And from Level 59 to Level 60?”

    • Produit livrable : A complete “XP Curve Model” in Excel, defining the exact XP required for every level (1-100), the XP “reward” for every action, and a “Time-to-Max-Level” projection for different player “personas” (e.g., Casual, Core, Hardcore).

  • Loot & Reward Systems (“Gacha”):

    • Processus : We are masters of “Skinner Box” psychology. We design your “loot tables.”

    • Produit livrable : A probabilistic model for every “treasure chest” in your game. E.g., “Common: 60%,” “Uncommon: 25%,” “Rare: 10%,” “Epic: 4%,” “Legendary: 1%.” We will also design the “pity timer” (e.g., “A player is guaranteed one ‘Epic’ every 20 chests”) to smooth out the “bad luck” and prevent player churn.

2.2. Service: F2P & GaaS Economic Modeling (Faucets & Sinks) This is our “Chief Economist” service for traditional F2P mobile and PC/Console games.

  • Currency Design:

    • Processus : We will design your multi-currency system.

      • Soft Currency (Gold): The “F2P” currency. The “faucet” is high (you get it everywhere). The “sinks” are for basic progression (e.g., repairs, low-level crafting).

      • Hard Currency (Gems): The “Premium” currency. The “faucet” is “pay real money.” The “sinks” are exclusively for our “4 ‘C’s” (Cosmetics, Convenience, etc.).

  • Battle Pass Design:

    • Processus : This is the #1 monetization tool in modern GaaS. We will design the entière system.

    • Produit livrable : A 100-tier Battle Pass model. This defines the “XP” needed for each tier, the “reward” at each tier (balancing “Free” vs. “Paid” tracks), and the “quest” system that drives the XP. We will “tune” the math to ensure a “Core” player (e.g., 8 hours/week) can just finish it, maximizing both engagement and the “buy-a-tier” upsell.

2.3. Service: Web3 & “Play-to-Earn” (P2E) Tokenomics This is the “bleeding-edge” of economic design. 99% of P2E games fail because their economies are fundamentally flawed “faucet-only” systems.

  • Our Philosophy: We design “Play-to-Own,” not “Play-to-Earn.” The “Earn” must be a byproduct of a fun game, not the purpose of it.

  • Dual-Token Model Design:

    • $UTILITY Token (The “Soft Currency”): This is the in-game “faucet” token (e.g., $SLP in Axie). We will design a massive, aggressive set of Sinks for this token (e.g., crafting, breeding, “minting” an item to an NFT). This is the seulement way to create a “buy pressure” and “burn” the token, fighting inflation.

    • $GOVERNANCE Token (The “Hard Currency”): This is the “value” token (e.g., $AXS). The “faucet” is zéro (fixed supply). You get it by “staking” or as a high-level “Meta-Loop” reward.

  • Deliverable (The “Tokenomic Audit”): We will analyze your GDD, your whitepaper, and your “fun loop.” We will deliver a “Tokenomic Model” (in Excel or a simulation) that projects your token’s “inflation rate” and “velocity.” We will identify the “death spiral” and design the “sinks” required to create a sustainable (not “hyper-inflationary”) virtual economy.


 

Section 4: Pricing and Engagement Frameworks

 

Hiring a “Game Economist” is hiring a quantitative financial modeler and a Ph.D.-level psychologist. Our models are structured for maximum, C-suite level impact.

Model 1: The “Economic Architect” Retainer (Pre-Production) This is our most valuable service. Hire us to design your “math” before you write your “code.”

  • Comment cela fonctionne-t-il ? A 3-6 month, fixed-price retainer for our Lead Systems & Economy Designer.

  • Example Package: “The F2P Economic Blueprint” ($40,000 Fixed Price):

    • Duration: 8 weeks.

    • Deliverable 1: The “Core/Session/Meta Loop” Diagrams.

    • Deliverable 2: The full “Currency” design (Faucets, Sinks, Soft/Hard).

    • Deliverable 3: The “Battle Pass” & “Monetization” model.

    • Deliverable 4: The “Economic Simulation” (Excel) that proves the model is stable.

  • Meilleur pour : Any F2P, GaaS, or Web3 project in the pre-production or “pitch” phase. This document est your business model.

Model 2: The “Quantitative” Pod (Full Production Augmentation) You have a design team, but they are “art” and “level” designers. You need “math” designers.

  • Comment cela fonctionne-t-il ? A long-term (12-24 month) monthly retainer for a “pod” of specialists.

  • Example “Systems Pod”: For $20,000/month, you receive: 1x Senior Systems Designer and 1x Mid-Level Technical Designer.

  • Leur travail : This pod owns the “math” of the game. They live in Excel, Confluence, and the game engine. They “tune” the “Loot Tables.” They “balance” the “XP Curve.” They “nerf” the “overpowered” items. They are the “live-in” economists managing your game’s health.

  • Meilleur pour : AA/AAA projects in full production. This pod works with your “LiveOps” and “Design” teams as the “quantitative” glue.

Model 3: The “Economic Audit” (Fixed-Price Triage) Your game is live, and your economy is “broken.” Your retention is “terrible.”

  • Comment cela fonctionne-t-il ? A high-urgency, 3-week, fixed-price engagement.

  • Example: “The ‘Death Spiral’ Audit” ($25,000):

    • Phase 1 (Data): We don’t play. You give us your raw data (DAUs, Churn, Faucet/Sink Telemetry).

    • Phase 2 (Analysis): Our team (1x Data Analyst, 1x Lead Economist) will analyze your “bathtub.” We will find the “leak” (churn) and the “overflow” (inflation).

    • Phase 3 (Deliverable): A 50-page “Triage Report.” It will say: “Your ‘Gold’ Faucet-to-Sink ratio is 10:1. It must be 1.2:1. To fix this, you must implement these three new sinks (e.g., a new ‘crafting-reroll’ system) immediately. Here is the mathematical design for them.”

  • Meilleur pour : Live F2P or Web3 games that are failing. This is a “rescue” package to save your community.

 

Conclusion: Your On-Demand Chief Economist

 

Your game is not just a product; it is a virtual, living economy. To manage it, you need more than just a “fun” designer; you need an economist. You need a data scientist. You need a psychologist.

We are that team. We are the “quants” who will architect your game’s “math” from the ground up. We build the systems of retention, progression, and monetization that transform a “fun 30-minute demo” into a “forever hobby” and a profitable business. Do not leave your economy—your game’s very lifeblood—to chance.

We invite you to schedule a consultation. Let’s model your “bathtub.”

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