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The LiveOps Guild logo

Proven LiveOps services for long-running games

We help studios make live games last.

We take over live titles at any stage: post-launch transitions, operational consulting, infrastructure and tooling. Then we turn them into operations that are predictable, affordable and worth keeping alive.

Runway addedYears, per title
  • Power Rangers: Legacy Wars+6
  • DC Legends+5
  • HellFire: The Summoning+4
  • TownStar+3
  • Mirandus+2
  • TRANSFORMERS: Battle Tactics+2
  • Eternal Paradox+1
  • Champions Arena+1
  • Echoes of Empire+1

Delivered by our team, at The LiveOps Guild and in prior studio roles.

TLG and founder experience across leading studios, publishers and live titles.

  • Scopely logo
  • WB Games logo
  • DeNA logo
  • GREE logo
  • NEXON logo
  • nWay logo
  • Moonfrog logo
  • Gala Games logo
  • Globant logo
  • VHS logo

25 years

of extra runway added

Across nine engagements, at TLG and in prior studio roles

−95%

live bugs

Power Rangers: Legacy Wars

−$40k USD

monthly infra cost

DC Legends

30+ years

collective LiveOps experience

Across the founding team’s careers

What we do

Six ways we work with studios

Take the whole operation, diagnose a specific problem, cover the infrastructure, or give your team better tools. Or have us build the title itself, on our own or alongside your team. Most studios start with one and grow into others.

Start with the situation you are in

The services behind them

01

Live Game Operations

We operate your live game end-to-end.

  • Product
  • Production
  • Game Design
  • Art & Content
  • Engineering
  • Analytics & QA
  • Reverse Engineering

Selected engagements: DC Legends (WB Games) · Power Rangers: Legacy Wars (nWay) · TownStar (Gala Games)

+4 yearspast a six-month estimate

HellFire: The Summoning, taken over one year after release, at DeNA.

02

Live Services Consulting

We diagnose what is slowing your LiveOps down.

  • Infrastructure
  • Operational Pipelines
  • Analytics
  • Game Design
  • Product & Monetization

Selected engagements: WWE Champions (Scopely) · Titanfall: Assault (NEXON) · Alia Bhatt: Star Life (Moonfrog Labs) · Rock of Ages 3 (ACE Team)

−30%monthly infrastructure cost

Across Crime City, Modern War and Kingdom Age, at GREE.

03

Managed DevOps

We keep your infrastructure and releases covered.

  • Cloud Infrastructure
  • CI/CD Pipelines
  • Reliability
  • Security
  • Continuity
−$40k USDmonthly infrastructure cost

DC Legends, via an infrastructure-as-code migration, for WB Games.

04

LiveOps Tools

We help your team ship content faster and safer.

  • Basilisk
  • Safe Data Builds
  • Faster Iteration
  • Closed Beta
Request beta access at usebasilisk.com
−80%level creation time

LiveOps tooling built by our CEO at DeNA, on Star Wars: Galactic Defense.

05

Game Development

We build new titles and live systems from scratch.

  • Full Title Delivery
  • Live Systems
  • Backend & Services
  • Client Engineering
  • Tools & Pipeline
  • Launch Readiness

Selected engagements: Power Rangers: Morphin Legends (nWay) · Kalyug: Warriors of Magic (Moonfrog Labs) · Timenauts (DeNA)

06

Co-Development

We embed our team alongside yours.

  • Embedded Squads
  • Capacity
  • Specialist Cover
  • Your Stack
  • Knowledge Transfer

Game handover process

How we take a game over

From operational uncertainty to cost-controlled, repeatable LiveOps you can trust.

  1. 01

    Analyze

    We audit the live build, the pipelines and the infrastructure to establish what you actually have and what it costs to run.

  2. 02

    Handover

    Knowledge transfer from your team to ours, documented as we go, so the game stops depending on people who are leaving.

  3. 03

    Operate

    We take the wheel on cadence, content and releases. Your team stops firefighting and gets its focus back.

  4. 04

    Stabilize

    Bugs down, releases predictable, infrastructure right-sized. The game becomes cheap and boring to run, in the best way.

  5. 05

    Extend

    With operations under control, we push the roadmap forward with new features and events that add years of runway.

How long it takes

One to four months

One month when the outgoing team is available and the documentation exists. Four when there is no handover to receive and we are reverse-engineering most of the title.

Case study

DC Legends: from six months left to five more years

What those five stages look like on one title. Our team joined DC Legends (WB Games) 2 years post-launch, with the title running on a shrinking team and an expected runway of six months.

State at handover

Original team size
20 people
Documentation
Minimal
Content cadence
Irregular
Expected runway
6 months
DC Legends gameplay

What we did

  • Assumed full LiveOps responsibility for the title.
  • Tightened content cadence into a predictable schedule.
  • Fixed the broken production pipelines and built new ones.
  • Introduced Raid Boss, a major new feature.
  • Reduced operational costs across the board.
Results
monthly revenue
+50%
+5 years
game lifespan
−$40k USD
monthly infra cost
−75%
content production time
−95%
production bugs
−50%
team size

Portfolio

Selected titles our team has operated

Nine live titles with published results, plus the IP our team has worked on across its careers. The rest of the record, including development and consulting work, is under the cards.

These results were delivered by our team, both at The LiveOps Guild and in their prior roles at the studios and publishers operating each title.

Power Rangers: Legacy Wars gameplay

Power Rangers: Legacy Wars

nWay · Mobile Real-Time Fighter

  • Live Operations
lifespan extended
+6 yearslifespan extended
live bugs
−95%live bugs
content production time
−50%content production time

Taken over two years after release and held to a strict monthly cadence: a new Ranger, two skins and a full event schedule.

Mirandus gameplay

Mirandus

Gala Games · PC MMO

  • Live Operations
  • DevOps
lifespan extended
+2 yearslifespan extended
monthly revenue
+300%monthly revenue
monthly burn rate
−80%monthly burn rate

Taken over with minimal handover, then given the LiveOps it never had: events, leaderboards and rewards. Run for two years.

DC Legends gameplay

DC Legends

WB Games · Mobile RPG

  • Live Operations
  • DevOps
lifespan extended
+5 yearslifespan extended
monthly revenue
+50%monthly revenue
monthly infra cost
−$40k USDmonthly infra cost

Inherited with six months of expected runway. Raid Boss was designed and shipped after the original team had already gone.

HellFire: The Summoning gameplay

HellFire: The Summoning

DeNA · Mobile CCG

  • Live Operations
  • Tooling
lifespan extended
+4 yearslifespan extended
content production time
−80%content production time

Seven new cards, an event and multiple sales every week, with content production cut from five days to one.

TownStar gameplay

TownStar

Gala Games · Web Strategy Builder

  • Live Operations
  • DevOps
lifespan extended
+3 yearslifespan extended
live bugs
−90%live bugs
monthly infra cost
−$30k USDmonthly infra cost

Refactored to be server-authoritative to stop cheating, which made the weekly reward process reliable for the first time.

Super Battle Tactics gameplay

Super Battle Tactics

DeNA · Mobile PVP Strategy

  • Live Operations
  • Tooling
content production time
−60%content production time
live bugs
−95%live bugs
team size
−47%team size

A new tank and multiple sales every week, delivered by a team cut from fifteen people to eight.

TRANSFORMERS: Battle Tactics gameplay

TRANSFORMERS: Battle Tactics

DeNA · Mobile PVP Strategy

  • Live Operations
  • Tooling
lifespan extended
+2 yearslifespan extended
content production time
−50%content production time

Two new Transformers, an event schedule and multiple sales a month, held to a fixed release rhythm.

Eternal Paradox gameplay

Eternal Paradox

Gala Games · Mobile RPG & 4X

  • Live Operations
  • DevOps
lifespan extended
+1 yearlifespan extended
live bugs
−90%live bugs
team size
−50%team size

Taken over with no documentation or handover. Engineering, data and art pipeline were reverse-engineered from the live build.

Champions Arena gameplay

Champions Arena

Gala Games · Mobile RPG

  • Live Operations
  • DevOps
lifespan extended
+1 yearlifespan extended
content production time
−50%content production time
live bugs
−80%live bugs

Taken over a year after release, then run to a ten-week season: a new character, an event schedule and multiple sales each time.

IP our team has worked on

  • DC
  • Star Wars
  • Power Rangers
  • Transformers
  • The Walking Dead
  • Titanfall
  • WWE

Who you work with

The people running your game

30+ years of collective LiveOps experience. Based in Chile and San Francisco, working in English on hours that overlap the North American business day.

Pablo Mera

Pablo Mera

Chief Executive Officer

Game designer and producer for over a decade before founding the Guild. LiveOps tooling at DeNA, design lead at Moonfrog Labs, Studio Director at Gala.

Dennis Hahn

Dennis Hahn

Chief Technology Officer

Nearly two decades in backend engineering, the last ten on live games. Lead backend at DeNA, DC Legends at Giant Monkey Robot, LiveOps architecture at Gala.

David Pippenger

David Pippenger

Head of DevOps

Running games DevOps since 2012. Director of DevOps at GREE for five years, then NEXON M, WB Games San Francisco and Gala.

And the team behind them

We do not keep a bench you pay for between projects. The Guild draws on a network of around 150 specialists across backend and frontend engineering, DevOps, analytics, product management, game design, production and art, and assembles the team a title actually needs. A complete handover usually runs 10 to 25 people, sized to the work in front of it rather than to a fixed contract.

Two ways to engage

Monthly fee

A flat monthly rate for the team and scope you agree. Predictable, and the simplest place to start.

Monthly fee plus revenue share

The same arrangement, plus a share of what the title earns. Depending on the title that can bring the monthly fee down, and it puts our upside on the same outcome as yours.

Let's talk

Don't make the sunset call before we talk.

We can help you find the fastest path to more runway. A discovery call costs you half an hour and tells you whether the title is worth keeping.

Or download the company brochure (PDF)

What we can help with

  • Stabilize operations.
  • Identify bottlenecks and reduce risk.
  • Improve infrastructure and release reliability.
  • Ship content faster, with less risk.

FAQ

Questions studios ask us

LiveOps is everything that keeps a game running after launch: content releases, events, economy and balance changes, infrastructure, releases, analytics and player support. For a long-running title it is most of the work, and it is the part that decides how many more years the game has left.