SVEN SCHETZKEGame design & product direction
← Selected workUBISOFT BLUE BYTE · 2011–2020 · ECONOMY / F2P / LIVEOPS

The Settlers Online

Restore value to a living economy. Give a mature game the opportunity to keep growing.

FROM PLAYER OPERATIONS TO PRODUCT LEADERSHIP

  1. 012011–2015

    Player Support &
    Worldwide Coordination

    Support leadership, payment operations and the player perspective.

  2. 02Apr 2018–Mar 2019

    Game &
    Monetization Designer

    Economy, progression, content and commercial design.

  3. 03Apr 2019–Dec 2020

    Game Lead

    Product direction, development priorities and long-term sustainability.

CONNECTED RESPONSIBILITIES

Working directly with player problems informed my systems design. As Game Lead, that perspective became part of how I led the product and its development.

Players & service
Player support · Payment operations · Worldwide coordination · Service experience
Systems & economy
Open player market · Resources & production chains · Economy design · Balance · Progression & endgame
Content & LiveOps
Content · Quests · Events · LiveOps · Monetization · Pricing psychology
Experience & evidence
UX · Player behavior · Analytics & KPIs · Experimentation
Product leadership
Game Lead responsibility · Production planning · Development priorities · External partners · Product strategy · Business turnaround
THE SETTLERS ONLINE / ART & GAMEPLAY
01 / THE CHALLENGE

An economy with
years of history.

An open player-to-player market. Hundreds of resources, buildings and production relationships. Years of accumulated player wealth. The depth that made The Settlers Online compelling also made its economy difficult to balance.

Some resources had become heavily overabundant. Players produced far more than meaningful systems consumed, and their market value collapsed.

The Settlers Online: a dense settlement and connected production economy
02 / THE DESIGN RESPONSE

Create demand.
Restore value.

Rather than deleting wealth or artificially restricting supply, I designed new buildings, resource sinks and progression systems that gave surplus resources meaningful new uses.

Those demand structures helped reduce accumulated surpluses, restore value to devalued resources and stabilize the open market. A healthier economy supported engagement and contributed positively to revenue.

THE PROBLEM

Surplus resources

Supply outgrows meaningful consumption.

THE INTERVENTION

New uses

Buildings, resource sinks and progression.

THE EFFECT

Renewed value

Demand supports a healthier open market.

A live economy connects individual building decisions to the value of resources across the world.
03 / THE TURNAROUND

Make the next chapter
worth investing in.

The Settlers Online was a mature product whose future was uncertain, with sunset a real possibility. As Game Lead, I coordinated development, content, LiveOps, monetization, analytics, releases and external partners. My design and product work was a major part of the team’s turnaround.

Better LiveOps, economy design, monetization and content strategy worked together with production discipline and a focus on player value. Across three consecutive fiscal years, the product delivered approximately 50% year-over-year EBIT growth.

The result changed the product’s future. The game became commercially strong enough that winding down was no longer the logical direction. Ubisoft committed substantial resources to a full Unity rebuild and migration so the live service could continue.

The Settlers Online: a flourishing island built for the long game
~50%
YOY EBIT GROWTH / THREE CONSECUTIVE FISCAL YEARS

A sustained team turnaround: from the possibility of sunset to a substantial investment in the game’s future.

THE BIGGER OUTCOME

That experience changed how I think about mature products. Design and commercial discipline can reinforce each other, creating enough player and business value to change what becomes possible for the game.

NEXT CASE STUDYOff The Grid

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