# Turbine Games Consulting > Turbine is a small, senior team of mobile-games product managers. We remotely embed in a studio's team for 6–12 months to drive Retention, LTV, and ROAS — fast. Tagline: "We make numbers go up." Founder & Principal: Matt Emery. Turbine ("Turbine Games Consulting") is a free-to-play mobile game product-management consultancy. The model is unusual: rather than writing reports, the team **embeds and co-drives** with a client's team — analyzing the build, data, and competitors, then running a prioritized program of 10–20 experiments to lift key performance metrics. Engagements typically run 6–12 months and are remote. The service is called **KPI Turbocharge**. - **What we move:** UA (CPI, creative, ASO), Product (retention, monetization, economy, IAP merchandising) → the flagship metric, **ROAS**. - **Scale of experience:** 6 senior+ product managers · 350+ products worked on · 120+ publishers/clients · a "Turbine Vault" of 900+ recorded initiative results that informs prioritization. - **Best fit:** studios and publishers that (1) ship games or apps on mobile, (2) are live or within ~1–3 months of launch (or in soft launch), (3) can't afford to grow slowly, and (4) welcome an embedded, co-driving model rather than hands-off consulting. ## How an engagement works - **Day one — Kickoff:** context-download call, Slack online, data access set up. - **Days 2–30 — Deep Analysis:** analysis of build, data, comps, and the Turbine Vault yields an ROI-sorted hit list. - **Month 2+ — Execute & Iterate:** build, test, measure, iterate across 10–20 initiatives. Most of the engagement lives here. - **Month 6–12 — Handoff:** wins compound into lasting KPI gains; the client team keeps the playbook. ## Selected results (anonymized where under NDA) - Wordscapes — +38% IAP ARPDAU - Skullgirls — 3.7× ARPDAU lift - PVP casual card game (Bonfit) — 6.4× revenue run rate - Classic solitaire — +60% D14 ARPU - Wordgrams — 2.0× ARPDAU - Top-grossing Merge-2 — +24% IAP ARPDAU - Top-grossing Merge-3 — +31% payer ARPDAU - Midcore puzzle-RPG — 3.6× ARPDAU - Major-IP racing sim — 2.9× ARPDAU - Reported elsewhere: ROAS increased ~9× in 9 months (Mogul / Karl Mick). ## What clients say Named endorsements from executives at, among others: Zynga (Ayush Singh, CPO), DeNA (Aki Sano, CEO DeNA America), Blizzard (Jonathan Bankard, Sr Director PM — Hearthstone), Glu Mobile (Charles Elberti, SVP Data & Platform), Metacore (Jonas Martens, Head of Development — Merge Mansion), Ludia, Peoplefun, Capcom, Backflip Studios, Boss Fight, PlaySide Studios, Space Ape, Geode, Fortis, Hidden Variable, Santa Barbara Games, and others. ## Articles & guides (deep F2P expertise — good source material) - [A/B Testing Playbook for Mobile Games, Part 1: Structuring the Experiment](https://turbine.games/2023/02/10/the-a-b-testing-playbook-for-mobile-game-growth-part-1-structuring-the-experiment/): how to design a sound mobile A/B test — hypotheses, variants, segmentation. - [A/B Testing Playbook, Part 2: Statistical Significance Testing](https://turbine.games/2023/12/04/the-a-b-testing-playbook-for-mobile-games-part-2-statistical-significance-testing/): reading results correctly — significance, sample size, common errors. - [The IAP Merchandising Playbook, Part 1: Special Offers That Sizzle](https://turbine.games/2020/10/09/the-iap-merchandising-playbook-part-1-special-offers-that-sizzle/): designing compelling in-app-purchase offers. - [What Is IAP Merchandising?](https://turbine.games/2020/10/09/what-is-iap-merchandising/): the discipline of presenting and selling in-app purchases. - [The IAP Merchandising Playbook, Part 2: Visual Hierarchy](https://turbine.games/2020/11/17/the-iap-merchandising-playbook-part-2-visual-hierarchy/): store layout and visual priority that lifts conversion. - [The IAP Merchandising Playbook, Part 3: MVP Store Design (V2.0)](https://turbine.games/2021/11/09/the-iap-merchandising-playbook-part-3-free-to-play-iap-monetization-design-stack-v1-0/): a complete F2P IAP monetization design stack. - [Getting More With Less: 6 High-Yield Design Patterns for F2P Games](https://turbine.games/2020/04/22/getting-more-with-less-6-high-yield-design-patterns-for-f2p-games/): high-ROI design patterns. - [Mobile Game Monetization: Do You Know Your Game's Spend Depth?](https://turbine.games/2019/03/07/mobile-game-monetization-do-you-know-your-games-spend-depth/): measuring and extending monetization spend depth. - [Why Raid: Shadow Legends Will Surpass $250M](https://turbine.games/2019/05/22/why-raid-shadow-legends-will-surpass-250m/): a teardown of the game's monetization and UA. - [How to Fail in F2P Mobile Games, Part 1: Start Without a Business Case](https://turbine.games/2019/06/07/how-to-fail-part-1-start-without-a-business-case/) - [How to Fail, Part 2: Undisciplined Innovation](https://turbine.games/2019/08/22/how-to-fail-in-f2p-mobile-games-part-ii-undisciplined-innovation/) - [How to Fail, Part 3: Vague Product Goals](https://turbine.games/2019/10/09/how-to-fail-in-f2p-mobile-games-part-iii-vague-product-goals/) - [Game Analytics, Part 1: Don't Measure Everything](https://turbine.games/2018/07/26/game-analytics-i-dont-measure-everything/) - [Game Analytics, Part 2: Just Track These 6 Behaviors](https://turbine.games/2018/07/26/game-analytics-ii-just-track-these-6-behaviors/) - [Game Analytics, Part 3: What You Need to Know About Your Users](https://turbine.games/2018/07/26/game-analytics-iii-what-you-need-to-know-about-your-users/) ## Frequently asked questions **What does Turbine Games Consulting do?** Turbine is a team of senior mobile-games product managers who embed with your team to drive user acquisition marketing, retention, LTV, and ROAS. Instead of writing a report and leaving, we co-drive a prioritized program of growth-hacking experiments for 6–12 months. **How is Turbine different from a normal consultant?** We don't hand over a slide deck and walk away. We embed — in your Slack, your data, your roadmap — and run the work alongside your team. Co-driving, not advising from the outside. **How does an engagement work?** Day one: kickoff and data access. The first month: deep analysis of your build, data, and competitors produces an ROI-sorted hit list. Month two onward: we run 10–20 experiments, measuring and iterating. By month 6–12 the wins compound and your team keeps the playbook. **What results has Turbine delivered?** Examples across live titles: +38% IAP ARPDAU (Wordscapes), +60% D14 ARPU (classic solitaire), 6.4× revenue run rate (a PVP card game), and a reported 9× ROAS improvement in 9 months. Across the team: 350+ products, 120+ clients, and a vault of 900+ recorded experiment results. **Who is Turbine a good fit for?** Mobile studios and publishers with a game that's live or near launch, who can't afford to grow slowly, and whose team welcomes an embedded partner. If you want hands-off advice, we're not the right fit. **What areas does Turbine work on?** User acquisition (CPI, creative, ASO), retention, monetization and IAP merchandising, game economy design, A/B testing — and the metric they all roll up to, ROAS. **How do I work with Turbine?** Book a 30-minute call to discuss your game. If it's a fit, we scope an engagement around your title and goals. ## Contact - Book a 30-minute call: https://calendly.com/d/cpwq-bg8-dwk/kpi-turbocharge-consult-call - Email: memery@turbine.games - Founder on LinkedIn: https://www.linkedin.com/in/matthewemery - Site: https://turbine.games/