LiveOps Crew

A LiveOps team that keeps your game live

A crew of 4–⁠8 specialists runs your live game’s events, content drops, economy tuning and analytics on a weekly cadence. It starts within 4 working days.

Ramp from your co-dev team with no knowledge gap.

Fig. 01LiveOps Crew

  • 72hfree hold
  • 4working days to start
  • 48hshortlist
  • 9practices
In short

Events, content drops, economy tuning and analytics on a fixed cadence, with incident cover sized to your player base.

LiveOps Crew is a Remote Pro Ai LiveOps team that runs a live game’s events, content drops, economy tuning and analytics on a fixed weekly cadence. A crew of 4 to 8 specialists, from LiveOps producer to backend engineer and economy designer, starts within 4 working days and can cover incidents around the clock.

4 LiveOps services in 1 crew

  • Events

    Seasonal and weekly events built, configured and tested end to end: rules, rewards, store offers and server-side flags. Ramadan, Eid and Saudi National Day calendars are planned alongside global moments.

  • Content

    New maps, modes, cosmetics and quests produced to your pipeline, with art pods attached when volume rises. Every drop passes a QA checklist and a rollback plan before release.

  • Economy

    Sinks, sources, pricing and progression tuned with your economy designer, using A/B tests and cohort data. Changes are documented with expected impact before they ship.

  • Analytics

    Dashboards for retention, monetisation and engagement, plus post-event reviews that tell your team what to repeat and what to drop.

  • Who it is for

    • Studios with a launched game whose core team must move to the next title.
    • Publishers running several live titles across time zones.
    • Games preparing a first season or battle pass.

A LiveOps cadence your players can feel

The crew works from a 90-day content calendar that you approve before it starts. Every item shows its status in Client OS, and urgent changes go through the same approval.

RhythmWhat ships
DailyServer, economy and crash monitoring; incident response
WeeklyContent drop or store refresh; KPI snapshot
Every 2 weeksLimited-time event; economy check-in
MonthlyEconomy review and roadmap update with your team
Every 6–⁠10 weeksSeason or battle pass with a new theme
QuarterlyLiveOps business review and the next 90-day calendar

LiveOps team roles and coverage models

RoleCore crew (4)Full crew (7–⁠8)
LiveOps producer: calendar, release gates, stakeholder updates✓✓
Economy and monetisation designer: pricing, rewards, progression✓✓
Backend LiveOps engineer: events, configs, store, servers, tooling✓✓
Content artist or technical artist✓✓
Gameplay engineer: features and fixes that content depends onNot applicable✓
Data analyst: dashboards, tests, post-event reviewsNot applicable✓
QA engineer: release checklists, regression, live verificationNot applicable✓
Arabic and English community managerNot applicableOptional
CoverageWhen it fits
Business hours (GST or CET)Smaller games with predictable traffic
Extended hours with on-callRegional games with evening peaks
24/7 follow-the-sunGlobal or competitive games where minutes matter

How it starts

Week 0
handover session with your team; access, runbooks and alerts shared.
Days 1–⁠4
crew onboarded into your tools, dashboards and release process.
Weeks 1–⁠2
crew shadows your team on live releases and incidents.
Week 3
crew owns the calendar, with your producer approving releases.

The crew works with your backend, such as PlayFab, Nakama or in-house services, and your analytics stack.

KPIs the crew reports every week

Targets are agreed with you for each season. The crew reports results in a weekly snapshot and explains every movement in the monthly review.

Retention
D1, D7 and D30 by cohort and platform.
Engagement
DAU/MAU, session length and event participation.
Monetisation
ARPDAU, payer conversion and offer take-up.
Delivery
content shipped on schedule and rollbacks per release.
Stability
crash-free sessions and incident time to resolve.

LiveOps Crew pricing

A LiveOps Crew bills monthly from USD 29,700, depending on crew size and coverage model. The minimum term is 3 months, then the crew renews monthly with 30 days’ notice. If you are converting a co-dev team, engineers who built the game are offered first.

  • What shapes your quotation

    • Coverage: business hours, extended hours or 24/7.
    • Crew size and seniority mix.
    • Content volume and whether an art pod is attached.
    • Backend platform and the number of live environments.
  • Guarantee

    • Replacement for any reason: a replacement starts within 4 working days; the full handover completes in under 14 days.
    • One no-bill trial of 5 working days per company.
    • P1 incident response within 1 hour where 24/7 cover is contracted.
  • Results

    On Case G-01, our games practice provided 24/7 LiveOps coverage after launch for a multiplayer title from a Riyadh studio.

Frequently asked questions

Book a scoping call

20 minutes with a solutions architect. No sales script.

A LiveOps crew keeps a released game fresh and stable. It plans and ships events and content, tunes the economy, analyses player data and handles live incidents. At Remote Pro Ai the crew combines a producer, engineers, an economy designer, an analyst and QA, working on a weekly cadence agreed with your team.

Yes. Crews work with in-house backends and common game backend services, using your configuration tools, admin panels and release process. In the first 2 weeks the crew documents your live stack, release gates and rollback steps, and proposes tooling fixes that remove manual steps from each content drop.

Yes. Our calendars include Ramadan, Eid, Saudi National Day and UAE National Day alongside global moments, with content and store offers reviewed for cultural fit. For a full Arabic launch, combine the crew with the MENA Launch Kit, which covers localisation, right-to-left UI and local payments.

Engineers start within 4 working days from bench. Full 24/7 follow-the-sun coverage usually runs after a 2-week shadowing period, during which the crew learns your alerts, runbooks and escalation paths. P1 incident response within 1 hour applies once 24/7 cover is contracted.

You do. The economy designer proposes changes with expected impact, test design and rollback criteria, and your product owner approves each one. Results are reviewed after every test, so decisions build on evidence rather than opinion. Nothing that affects player spending ships without written approval.

Yes. Add seats through an amendment in Client OS; bench specialists start within 4 working days. Many studios add an artist and a QA engineer for 6–⁠10 weeks around a season launch, then return to the base crew. Seat removal needs 30 days’ notice after the minimum term.

Start today

4 working days

Your team can be working within 4 working days of signature.