Game Live Operations

Continuous maintenance and game updates that attract new players and make old ones come back for more
Our Game LiveOps clients

Capabilities

Content production for updates
Ongoing art content production for the future updates within your schedule, fitting them into your production pipeline.
New features development
Ongoing art content production for the future updates within your schedule, fitting them into your production pipeline.
Game design of the updates
Releasing updates, based on game design and audience’s feedback: UI/UX design changes for players to feel more comfortable, troubleshooting in places players often stuck, additions to the narrative that make it more engaging.
Analytics and data-driven decisions
Full-cycle game analytics that covers all main performance metrics and deep investigation of the player data help you make efficient, player-oriented decisions. We use that data to adjust balance; run A/B tests on new mechanics, features, items, etc; design special offers and boost in-app and in-store sales; etc.
Sales and events management
Sales and game events that are based on the latest players’ feedback. New data-based promotion and attraction strategies. New features, art, and mechanics your players have wanted for a long time.

Our Clients Ordered LiveOps

Content production for updates
New features development
Game design of the updates
Analytics and data-driven decisions
Sales and events management
Due to the strict NDA we can not specific titile.

Game LiveOps Process

Certain projects may not require each of the stages below. The necessity of each stage is
always discussed at the “first touches” – calls and e-mails.

  • First touch
  • Project research and knowledge transfer
  • First iteration and pipeline recreation
  • Full cycle iteration
  • Analysis of the update
First touch
Project research and knowledge transfer
First iteration and pipeline recreation
Full cycle iteration
Analysis of the update
Step 1. First touch

Together, we review and discuss the game, the scope of work required to maintain it, draw a plan for future updates and other aspects of LiveOps’ work, and finalize the action plan.

Time to Deliver
~2 weeks
Step 2. Project research and knowledge transfer

Our team receives and processes your game documentation — GDD, TDD, balance spreadsheets, historical data, reports on previous updates, etc. to build a layout for the production pipeline.

Time to Deliver
2+ months
Step 3. First iteration and pipeline recreation

The tech team recreates your development environment and conducts small development iterations — from code writing to deployment — to test the process.

Time to Deliver
2+ months
Step 4. Full cycle iteration

Then, the tech team does full-cycle production iterations: we design a new feature, draw art for it, write and implement code, run it through QA specs and release it.

Time to Deliver
3+ months
Step 5. Analysis of the update

We receive post-update data, and our analytics analyze it, figure out priorities, and estimate the scope of work for the next full-cycle iteration (and, subsequently, next update.)

Time to Deliver
up to 1 month
Step 1. First touch

Together, we review and discuss the game, the scope of work required to maintain it, draw a plan for future updates and other aspects of LiveOps’ work, and finalize the action plan.

Time to Deliver
~2 weeks
Step 2. Project research and knowledge transfer

Our team receives and processes your game documentation — GDD, TDD, balance spreadsheets, historical data, reports on previous updates, etc. to build a layout for the production pipeline.

Time to Deliver
2+ months
Step 3. First iteration and pipeline recreation

The tech team recreates your development environment and conducts small development iterations — from code writing to deployment — to test the process.

Time to Deliver
2+ months
Step 4. Full cycle iteration

Then, the tech team does full-cycle production iterations: we design a new feature, draw art for it, write and implement code, run it through QA specs and release it.

Time to Deliver
3+ months
Step 5. Analysis of the update

We receive post-update data, and our analytics analyze it, figure out priorities, and estimate the scope of work for the next full-cycle iteration (and, subsequently, next update.)

Time to Deliver
up to 1 month

Why Outsource Your Game LiveOps with iLogos?

  • Gain niche expertise
  • Improve your business results
  • Scale quickly and easily
  • Focus on creating new games

Gain niche expertise

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Improve your business results

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Scale quickly and easily

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Focus on creating new games

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Gain niche expertise

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Improve your business results

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Scale quickly and easily

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Focus on creating new games

We worked in the industry for 15 years, collaborated with the strongest game developers, and built customized business processes for game productions of different genres and core mechanics. If you lack an expert with a scarily specific toolset, it’s very likely that we can find them for you. (A C++ developer who played Yakuza 1, the original version? A senior product manager who played Hades in early access? A narrative designer familiar with Unreal Engine, who got into the profession because they think the Borderlands plot could have been handled better? You got it.)

Need a LiveOps team?

Our LiveOps Leads

People you’ll be working with
Egor Piskunov
Head of Development
Sergei Dudar
Head of LiveOps
Artem Lysenko
Head of Game Design
Artem Tereshin
Back-End Lead

Frequently Asked Questions

What do you mean by live operations?

Live operations support the released game and maintain and improve its metrics. We divide LiveOps services into full-cycle LiveOps that cover your whole game operations; and specialized LiveOps — art production, engineering, etc.

Why do I need to outsource live operations?

Usually, game companies outsource LiveOps to free their main team. Short update cycles that can provide our LiveOps team — a team that does nothing except for your game maintenance — also drive engagement up, as they constantly work within the feedback loop with your audience.

Our teams also provide an outside perspective on what you’ve built; it gives you a fresh angle on things you overlooked because you’ve been working on the game for so long. Often, we see places where you can tweak mechanics for a better experience, story points that can be magnified, things like that. Adding those can make the experience more fun for players and positively impact your revenue. That has happened.

Can you produce outsourced art content for our game updates?

Yes, and we have a lot of experience in doing so. We adjust our art production pipeline to your updates schedule, adapt to your style, and our artists enjoy immersion in other worlds, characters, stories.

Can you release full-cycle updates, or do you cover art only?

We cover everything you need, from updating art to engineering support to product management. Our full-cycle LiveOps teams have Producers, Product Owners, Game Designers, Analysts — they work to enhance your metrics and help you nail your new engagement goals and revenue milestones. We’re very interested in working towards those.

Which game metrics do you track when you handle live operations?

Mainly, we track retention metrics D1, D7, D30, DAU, ARPU, ARPPU.

Before that, we have to talk with you on when exactly, in your opinion, starts user is active point — and define the exact meaning of other metrics — so the data we’ve gathered could be truly useful for you.

We regularly track user behavior in detail after we know the overall picture of user flow. Of course, they’re different for, e.g. hyper-casual games and a space-adventure RPG, but we’re interested in player attrition, points of abandonment, finding the most efficient in-app purchase points, and so on.

Do you have game designers?

Yes — they’re on almost all of our projects, LiveOps included. We fit them to your game by expertise and interest, especially if you work within a narrow genre and root your narrative in genre-specific tropes and their subversion. (Yeah, it’s easier to find a geek and put them out there than to explain how to control the tension within the post-apocalyptic landscape to a person who’s built racing titles their whole career.)

Do you have game analysts?

Of course, and they’re doing all the data analytics we were talking about. They are obsessed with the player’s behavior and very interested in making data your basis for improvements. This is why you’ll receive no meaningless dashboards with numbers you won’t know what to do with. Our analysts investigate, predict, and test, relentlessly searching for better narrative/engineering choices to make users happy and your games — successful.

Can I check out your successful game LiveOps cases?

Yes, we were handling the LiveOps for the following projects.

Look for Blade of Brim by Sybo Games (iOS/Android), Jeopardy! Words by Sony Pictures (iOS/Android), Ultimate Cribbage by WildCard Games (iOS/Android), and Tribal Wars 2 by Innogames (iOS/Android).

We also ported Angry Birds 2 by Rovio to Windows, and now one of our dedicated LiveOps forces handles their Windows-based F2P version.

For Gardenscapes FB version by Playrix, we did development-only LiveOps: engineered new features working directly with their internal team. We provided development-only LiveOps support to Two Dots by Dots, too.

Speak with Our Experts

We help you hit your goals faster thanks to our great expertise.

If you prefer to contact us, use this email: bizdev@ilogos.biz

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