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

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.
The right approach depends on your audience, game design and business model. We can help with strategy, implementation or an existing integration.
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 modelCurrency architecture, sinks and sources, and pricing psychology, modelled mathematically so free players stay engaged and hard currency keeps its perceived value.
How implementation worksCOPPA, 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 gamesWe build sustainable economies rather than switching on ads. The process balances revenue targets against retention, measured on real player data.
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.
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.
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.
Revenue systems shipped across mobile, PC and MMO titles by Ocean View Games.
The Challenge: Validate every transaction in a player-driven MMO marketplace where item duplication or currency manipulation would destroy the game.
The Result: Server-side validation on player-to-player trading, auctions and crafting, using authoritative game state rather than trusting the client.


The Challenge: Keep players engaged across weeks of play without progression walls or the feeling of being pressured into spending.
The Result: Resource generation curves, upgrade cost scaling and time-gate mechanics tuned against session pacing.


The full stack, from strategy through SDK integration to server-side validation and post-launch tuning. Which parts apply is scoped around your game.
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.
Unity IAP and RevenueCat for cross-platform receipt validation, a full product catalogue of consumables and non-consumables, and per-platform regional pricing.
Apple StoreKit 2 and Google Play Billing for auto-renewable subscriptions, handling trials, grace periods, billing retry logic and entitlement management.
Dual-currency systems, calibrated sinks and sources, anchor pricing and first-purchase bonuses, each A/B tested against your own player cohorts.
Conversion funnels, cohort analysis and monetisation KPIs, with pricing, ad placement and offer timing tested rather than assumed.
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.
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 teamFree tools and guides to scope the work before we talk.
Tell us about the game, audience and business model you are considering, and where you need design or implementation support.
Tell us about your projectTell us about your audience, gameplay and the revenue models you're considering. We'll discuss implementation needs and what to test.
Start by telling us what kind of help you need.
Location
London, United Kingdom
Response Time
We typically respond within 1 to 2 business days.