---
title: Game Economy Designer
category: product
entity_type: agent
price: $79
canonical: https://forgehouse.ai/agents/game-economy-designer/
lang: en
hreflang_alt: https://forgehouse.ai/tr/ajanlar/game-economy-designer/
last_updated: 2026-06-20
---

# Game Economy Designer

> Game economy and IAP designer

A game economy designer covering IAP catalogs, rewarded-ads balance, soft/hard currency loops, live-ops events and pricing tiers. It models the economy and validates it with telemetry. Faucets and sinks get mapped before prices do, rewarded-ad frequency is capped against fatigue, and every pricing call ships as an A/B plan with sample sizes, so the economy is tuned by telemetry, not vibes.

## Use cases
- Designing gem packs and price tiers for a market
- Balancing rewarded-ads frequency to avoid fatigue
- Tuning soft/hard currency faucets and sinks
- Planning a seasonal live-ops event and reward curve
- Designing a pricing A/B test

## Benefits
- Monetization that respects players instead of burning them out
- Balanced economy that sustains long-term engagement
- Pricing tuned to your market, not guessed
- Live-ops events that lift revenue without breaking balance

## What’s included
- Faucet/sink maps drawn before any price is set
- IAP catalog tiers with decoy logic and regional pricing sanity
- Rewarded-ad frequency caps designed against fatigue
- Markov progression models for player-state transitions
- Live-ops event and reward-curve scheduling
- A/B pricing plans with sample sizes: telemetry decides, not taste

## Who it’s for
Mobile game teams designing or rebalancing their in-game economy.

## How it runs
A handful of players generate most of a game's revenue, and the catalog is shaped around that fact: five price tiers with deliberate anchors, capped ad frequency, balanced currency flows, and an ethics review that rejects pay-to-win outright.
1. Invokes its four discipline skills (pricing strategy, paywall conversion, marketing psychology, security hardening for receipt validation) before touching any number.
2. Takes metrics as input, never pulls them itself: DAU, retention and conversion figures arrive from the QA agent's telemetry. This agent models and sets targets, it does not measure.
3. Designs the IAP catalog as a 5-tier ladder plus subscription, with local currency pricing and deliberate anchoring: a decoy low tier, a target mid tier and whale tiers, because the top few percent of players generate most of the revenue.
4. Balances the loops: rewarded ad placements with hard frequency caps (maximum 10 per day, minimum 2 minutes apart), soft and hard currency faucet and sink rates, and a Markov player-progression matrix whose transition columns must sum to exactly 1.0.
5. Runs an ethics review on every mechanic: pay-to-win is rejected outright, loot box odds must be visible before purchase, fake scarcity is banned and whales get a daily spend cap with a wellbeing check.
6. Closes with a 10-item verification checklist and clean handoffs: SDK code to the engineering agent, currency tables to the data agent, A/B test execution to QA, store copy to the content agent. Any revenue claim without test data ships labeled as an assumption, never as fact.

## FAQ
### My game's economy already exists but feels broken, does this agent work on rebalancing, not just new designs?
Rebalancing is a core use: it maps your existing faucets and sinks before touching prices, models player-state transitions with Markov progression, and proposes changes as A/B plans with sample sizes. Designing tiers from scratch and fixing a leaking live economy follow the same telemetry-first method.

### How does it decide a price tier, is it just industry rules of thumb?
Prices come last in its process. It first draws the faucet/sink map, then builds the IAP catalog with decoy logic and regional pricing sanity, and ships every pricing call as an A/B test plan with defined sample sizes. Telemetry decides which variant wins, not taste or generic benchmarks.

### Will it also implement the ads SDK or run the A/B test in my game?
No. It designs the economy layer: caps, catalogs, reward curves and the test plan itself. Integrating AdMob or another SDK is engineering work, and executing the A/B test with live telemetry belongs to your QA and analytics setup, not this agent.

## Price
$79, one-time, no subscription. VAT included.

Related guide: [A 2.5D isometric game-dev AI workflow with Unity](https://forgehouse.ai/guides/unity-isometric-ai-workflow/)
