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Ocean View Games
Game Monetisation Services

Game Monetisation Services

Implement in-app purchases, advertising and virtual economies that fit your game. We help choose the model, integrate the systems and test the purchase and player experience.

Pocket Factory, a hyper-casual merge game for iOS and Android
Pocket Factory logo

Monetising Pocket Factory without breaking the loop

Developed by Ocean View Games for Mojo Games.

Pocket Factory is a hyper-casual merge game on iOS and Android. We integrated IAP and ad monetisation alongside the core merge loop, with rewarded video placements, interstitial timing and a consumable IAP catalogue.

The implementation brought advertising and purchase flows into the game alongside its core mechanics. Placements and frequency need to be reviewed against player behaviour after release.

An unfinished brief is fine. The first conversation helps establish scope.

What are you starting with?

The right approach depends on your audience, game design and business model. We can help with strategy, implementation or an existing integration.

Choosing a model

Free-to-play with ads, IAP, hybrid, premium or subscription. Each has different SDK requirements, server infrastructure and compliance obligations. We help you pick the one that fits the game.

Find your monetisation model

Designing the economy

Currency architecture, sinks and sources, and pricing psychology, modelled mathematically so free players stay engaged and hard currency keeps its perceived value.

How implementation works

Compliance for younger audiences

COPPA, GDPR-K and the UK Age Appropriate Design Code shape what monetisation is allowed. We build the technical implementation around the requirements confirmed for your project.

Explore educational games

How we implement monetisation

We build sustainable economies rather than switching on ads. The process balances revenue targets against retention, measured on real player data.

  1. 1. Economy design and strategy

    Map the flow of value through the game, design sinks and sources to prevent inflation, and identify clear, optional purchase or rewarded-ad opportunities that fit the flow of play.

  2. 2. Technical integration

    SDK mediation so ad networks bid against each other, server-side receipt validation to prevent fraud, and purchase flows that meet Apple and Google review guidelines.

  3. 3. Testing and optimisation

    Launch with multiple variants of pricing, ad frequency and offer timing, then use cohort analysis to tune for lifetime value without burning out the user base. This continues as live work.

What a monetisation engagement covers

The full stack, from strategy through SDK integration to server-side validation and post-launch tuning. Which parts apply is scoped around your game.

Ad integration and mediation

All major ad networks with waterfall and in-app bidding to maximise fill rates and eCPM, and rewarded, interstitial, banner and native formats placed at natural break points.

In-app purchase systems

Unity IAP and RevenueCat for cross-platform receipt validation, a full product catalogue of consumables and non-consumables, and per-platform regional pricing.

Subscription models

Apple StoreKit 2 and Google Play Billing for auto-renewable subscriptions, handling trials, grace periods, billing retry logic and entitlement management.

Virtual economy design

Dual-currency systems, calibrated sinks and sources, anchor pricing and first-purchase bonuses, each A/B tested against your own player cohorts.

Analytics and A/B testing

Conversion funnels, cohort analysis and monetisation KPIs, with pricing, ad placement and offer timing tested rather than assumed.

Compliance and privacy

Loot box probability disclosure, age gating and consent flows, and children's market measures built around the project's confirmed COPPA and GDPR-K requirements.

Working together

Start with a free conversation about the game, the audience and the business model you are considering, and where you need design or implementation support.

For an early concept, the work usually starts with economy design and a model recommendation. For a live game, it often starts with an analytics review of what the current monetisation is doing.

David and Adam stay close to the engineering and the economy decisions, and we work alongside your own design and data teams where you have them.

Every implementation is instrumented, so pricing, drop rates and ad frequency can be tuned on real player data after launch rather than guessed at.

Meet the team
Frequently Asked Questions
Yes. We review the current build, audience, purchase flows and any available analytics before proposing changes. The work may involve in-app purchases, advertising, subscriptions or updating an existing SDK integration.
It can. Placement, frequency, rewards and audience expectations all matter. We agree a starting approach and use available player data to review it. Rewarded ads give players a choice, but still need testing within the game.
We charge for development or ongoing support rather than taking a revenue share. Store commissions, advertising network terms and third-party service charges are separate from our fees.
We look at the genre, audience, platforms, content plans and business goals. Premium purchases, in-app purchases, ads and subscriptions each have different design and implementation needs. Our monetisation strategy tool can help you explore the options before we talk.
We scope checks for successful and failed purchases, interrupted transactions, restoring purchases, entitlement changes and receipt validation. Subscription testing can also cover renewals and expired access where the project requires it.
We first agree the audience, data requirements and permitted monetisation approach with your team. We implement and test the technical measures specified for the project, working with your legal or safeguarding advisers where needed.

Working out how your game should monetise?

Tell us about the game, audience and business model you are considering, and where you need design or implementation support.

Tell us about your project

Prefer to organise your ideas first? Build a project brief.