Someone accountable for revenue.
LootRate is built on 15+ years of work on how digital products convert, retain, and grow.
The path to LootRate started long before the company. For more than 15 years I’ve worked on the systems that shape how people convert, purchase, and stick around inside digital products.
That work has moved across a lot of surfaces: early conversion and cart-abandonment optimization, behavioral research, enterprise product design, live-service game production, and direct-to-consumer commerce. None of those roles were labeled “monetization” on the org chart. Each one taught me a different piece of what I now bring together through LootRate.
Why monetization?
Most studios don’t lack ideas. They lack ownership.
Product owns features. LiveOps owns the calendar. Engineering owns the build. Analytics measures what happened. Revenue technically belongs to everyone, which in practice means no one owns it consistently.
After enough years inside live-service organizations, that pattern got impossible to ignore. LootRate exists to put someone on it.

What WB Games taught me
I’d already seen the flip side of this at Chromatic Games, keeping Dungeon Defenders II updated and generating revenue with a lean team while the studio built Dungeon Defenders: Awakened. That meant constantly weighing player needs against development bandwidth and a small team’s limited hours.
At WB Games, I led UX and monetization architecture for the direct-to-consumer web-store initiative, built in the wake of Epic v. Apple and Google: the platform economics that made a web store worth building, and the question of who actually owns that revenue once it exists.
When the platform fee is the single biggest line item working against you, a direct channel stops being a payments detail and becomes a channel you operate, with its own conversion, its own offer timing, its own way players get from the game to the store. Someone has to own all of it, or it quietly underperforms while everyone assumes someone else is watching.
Why fractional?
Most studios don’t need a full-time Head of Monetization. They need someone accountable for revenue growth.
Fractional leadership gives you the senior expertise, the ownership, and the prioritization without the cost and the multi-month commitment of building a dedicated internal team. You get the seat filled now, on the work that moves the number, and you decide later whether that ever becomes a full-time hire.
What LootRate does
LootRate helps live mobile game studios find, prioritize, and execute their highest-impact monetization opportunities: senior ownership of the work that drives revenue growth, not another deck.
A measured result, client data, and a hypothesis that still needs testing get labeled differently. We don’t blur them. LootRate works with only a small number of studios at a time so every engagement receives senior attention.
Good games deserve better monetization.
A 30-minute call about your game's revenue: where it stands, where the upside likely is, and whether bringing in an owner makes sense.
▸Talk through your revenue30 minutes. A straight conversation about your revenue.
◆ The intro call
- A conversation about your game's revenue and goals
- Where the upside likely is, and what owning it looks like
- Whether we're the right fit to take it on