Building a Monetization Layer on a Pure Ad Game
A small mobile studio had built its business entirely on ads — interstitials and rewarded placements across a portfolio of hypercasual titles. It worked, up to a point. Ad revenue has a ceiling: ARPDAU is capped by how many ads a player will watch before churning, and there's no mechanism to capture willingness to spend from players who would pay if asked. The studio knew it needed IAP but had never shipped a monetization layer before.
The challenge wasn't just adding a shop. Hypercasual games aren't built around resource economies or progression gates — the core loop doesn't naturally create spend moments. I had to identify where player motivation was high enough to convert, design products that felt worth buying in that context, and do it without disrupting the ad revenue the studio depended on.
I designed the full monetization stack from scratch: a shop with consumable IAP products, a starter pack timed to the first session, and a no-ads offer for players who found interstitials disruptive. For rewarded ads, I repositioned them as an opt-in value exchange rather than an interruption — surfaced at moments of high intent rather than on a timer. The no-ads offer was priced to clearly outperform the ad revenue a single player would generate over their lifetime, so the business case held even at low conversion.
Within the engagement, IAP conversion reached 1.8% and IAP accounted for 22% of total revenue — introduced from a baseline of zero. The ad layer remained intact; the two revenue streams ran in parallel without meaningful cannibalization.
