The methodology came from building it, not just advising on it.
Enterprise experience applied to studios that need structured revenue leadership without building an internal team.
I’m an ex-WB Games lead product designer. My focus was D2C systems: direct-to-consumer purchase infrastructure for live mobile portfolios. The scorecard and frameworks behind LootRate were built from years of monetization work across games, designing processes, templates, and systems for the companies I worked with.
The output: a scored, ranked picture of your monetization stack. Your team stops debating which problem to solve first and starts running experiments in priority order. Leadership stops asking what monetization is working on. You can show them.
◆ Web Store — Direct Channel
The highest-margin gap most live game studios haven’t closed.
$100M+ D2C Revenue
across games direct-to-consumer channels
6 Storefronts Built
across a live mobile portfolio
12+ Experiments Mapped
roadmapped for year one; 1-2 live at a time with controls
~25% Platform Fee Recovery
revenue recaptured from the 30% App Store / Google Play cut
Top 50 Grossing Audits
monthly competitive analysis, 50+ data points per game
10M+ MAU Platform
enterprise identity platform, coordinating 50+ sign-offs per IP
“Mario worked on our Webstore initiative, where he contributed to defining and refining the overall design direction. He worked closely with product and engineering partners to ensure consistency across touchpoints and helped translate strategic goals into a cohesive player experience. Mario’s thoughtful approach and willingness to engage across teams supported the Webstore’s progress from concept to launch and helped establish a solid design foundation for future iterations.”
Cedric Verstraete
Director of Product Management · Company withheld by request
Before you book.
Your game's current DAU, payer conversion rate, and ARPPU (rough estimates are fine). Have your IAP store open on your phone. No prep deck required. The call is structured: we run the scorecard live, so your time investment before it is zero.
Audits typically begin within 3–5 business days of engagement confirmation. The 10-business-day delivery clock starts on day one of access, not from the discovery call.
Yes. A standard mutual NDA is sent before any proprietary data is shared. This is routine and takes under an hour to execute. Nothing sensitive is discussed before it's in place.
A prioritized list of 15–20 experiment briefs. Each includes a hypothesis, variant description, success metric, and estimated revenue delta. The format is designed to hand directly to your product lead or engineering team with no translation needed.
Absolutely. The absence of a web store is itself a scored dimension (Platform Fee Strategy). For games above 100k DAU, it typically surfaces as the highest-priority opportunity. The audit will quantify exactly what you're leaving on the table.
An internal monetization hire takes 3–6 months to ramp and costs $150k–$220k/year in total comp. LootRate embeds as Fractional Head of Monetization: a prioritized experiment roadmap in 10 business days, benchmarked against 50+ top-grossing titles in your genre. From there, you decide whether to implement in-house or run a sprint.
If the scorecard doesn't find at least 5 actionable optimization opportunities, the audit fee is credited toward your next engagement. In practice, this hasn't happened: any live game with active events has untested hypotheses in its monetization stack.
Good games deserve better monetization.
30 minutes. We run your game through the 14-dimension scorecard live and give you your top revenue gaps before the call ends. No prep, no commitment.
▸Schedule a Free TeardownFree · 30 minutes · Revenue gaps identified on the first call.
◆ The Teardown
- Score your game live across all 14 revenue dimensions
- Identify the highest-impact experiment for your store
- Walk away with an Opportunity Index and priority #1