Live Ops Turnaround: Mobile Shooter | Nine Pixels Case Study
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Live Ops

Live Ops Turnaround: Mobile Shooter

Live Operations · Unity · Mobile · 24-Month Engagement

👥6-person live ops team
🕑24 months (ongoing)
📱iOS & Android
⚙️Unity 2022 LTS
Live Ops
vs. engagement start
DAU +180%
vs. 1 before we started
8 events/mo
Retention uplift
D30 +14pts
Incremental revenue, 24mo
£2.4M
Overview

A UK mobile studio's live RPG was declining 8% DAU month-on-month at 12 months post-launch. Engineering was consumed by bug fixes with no bandwidth for live content. Nine Pixels took over live ops completely and turned the trajectory around within four months.

The Challenge

Events were built ad-hoc, took 6–8 weeks each, and frequently launched with bugs. No reusable event framework, no content pipeline. Each event built from scratch. Player trust in the live service was low and declining.

Our Solution

A 4-week audit identified the root cause: no reusable infrastructure. We designed and built a Live Event Framework, configurable event types (challenge series, limited-time collection, bonus period, PvP tournament) delivered via Remote Config without a client update. Event creation: 6–8 weeks down to 5–7 days. Now running 4-week content calendars with one major seasonal event per month and weekly challenges.

Technology Stack
Unity 2022 LTSFirebase Remote ConfigBeamable (event framework)PlayFabGameAnalyticsAmplitudeLooker StudioJIRA
Results
DAU +180%
vs. engagement start
8 events/mo
vs. 1 before we started
D30 +14pts
Retention uplift
£2.4M
Incremental revenue, 24mo
ARPDAU +62%
Through event monetisation
0
Critical launch bugs, last 18mo
We were watching a game we'd spent two years building slowly die. Nine Pixels turned the DAU chart around within four months.
GM of Mobile, UK Studio
Project Details
Client
Mid-Size Mobile Studio, UK
Duration
24 months (ongoing)
Team
6-person live ops team
Platform
iOS & Android
Engine / Stack
Unity 2022 LTS
Category
Live Ops
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