lean live ops for mobile games
summary
Describes a live‑ops system that keeps older mobile titles profitable with tiny teams: a content cycle that yields a two‑bot/month cadence early on, an outsourcing pipeline that moves from five artists to five→zero full‑time artists over a year, and web tooling that runs web‑configurable events and bundles so non‑dev staff turn features on, schedule events, and price time‑limited offers; typical live‑ops squads are four‑roles (PM, designer, community/LiveOps, QA) of junior T‑shaped hires.
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chapters (10)
- 0:00Introduction to Lean LiveOps
- 1:48Space Ape’s company goals
- 3:12What is lean LiveOps?
- 4:15The treadmill explained
- 6:42The toy box tools
- 9:51Design and modeling
- 11:12Art pipeline outsourcing
- 12:36Building the lean team
- 14:01Summary and takeaways
- 14:45Q&A session
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