work · paywalls and pricing
moba trainer, ubisoft r6
a training product for competitive gamers, and a partnership with ubisoft. i own how it makes money.
my role: product owner, monetization design
i own monetization on a game training platform: the paywalls, the subscription tiers, and how you raise a price without losing the people who paid you first.
the paywall is an architecture, not a screen. soft, skippable gates early, one hard gate late, and returning users treated differently from new ones. where each gate sits is the product decision, and it is the one i actually make.
raising a price is the part most teams get wrong. existing subscribers keep the old price for as long as they stay, they are told once by email and once in the app, and the old price is shown so the discount they already have is visible to them. that last part was a copy fix i caught in review, and it is the difference between a price rise and a churn event.
the paywall stopped asking people to buy a subscription and started asking them what they want to be true in thirty days.
not published yet
this case has specific numbers attached to it. they stay off the site until she approves each one, word for word. nothing here is estimated or rounded up.
- the price change, from and to — awaiting her approval
- the free-puzzle counts before and after, and the gate positions — awaiting her approval
- the tier prices and the annual discount — awaiting her approval
- the profit horizon the growth package was modeled against — awaiting her approval
- referral reward terms — awaiting her approval
the other two
your business name → i'll send your draft
you pay only if you love it. no calls, ever.