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DESIGN PRODUCT RESEARCH MARKETING

“We needed a ton of game design documents but faced a bottleneck. Hiring full-time staff would have taken too long so Naavik Crew temporarily helped us ramp up, unblocking our engineers.”

— Peter Pham, CEO of Auto Legends

How Does It Work?

START

Step 1

Browse our vetted, high-quality talent pool. Each with at least 10+ years in the games industry.
Confirm your start date,
duration, and time engagement.

PROCESS

Step 2

We set up a call with the talent so you can get to really know them. They’ll be working directly with
your team after all.

PERFECT MATCH

Step 3

Find a fit? Great!
Let Naavik handle all the nitty gritty while you get your talent ASAP.

Get to know your potential team mate

See beyond the resume and discover the person behind the screen.
Our in-depth talent profile and video interviews let you feel how it’d be like to work with them. Here’s a sample of how that will look like.

Marit (Max) Abrahamsen

Senior Product Manager

Hi, you can call me Max! I`ve spent 15+ years in the games industry, working with teams at Zynga, CCP, IO Interactive, Natural Motion, Super Evil Megacorp, and Voldex.

I love figuring out what makes games tick—especially when it comes to live ops and monetization and I’m always on the lookout for new ways to make games more engaging, fun, and successful.

Critical Information

  • Location: Denmark
  • Availability: March 2025 onwards
  • Linkedin: Max Abrahamsen
  • Timezone: CET. Happy to accomodate US EST and PST.
  • Engagement: 20-40 hours/week

Skills

Mobile F2P Monetization Roblox Live Ops  Economy Balance  Market Research Market Research

Genres

Merge2 Racing MOBA MMO

Games I’ve Worked On

TRAVEL TOWN

I designed the special offer in the shop, resulting in an uplift of 10% to revenue.

CSR2

I was part of the pre-production team for CSR2. I’m particularly proud of the blueprint system I championed, the basis of monetization for the games.

CATALYST BLACK

I designed the monetization strategy and balanced the economy for the gear system.

EVE ONLINE

I worked as a producer, taking features like Duels across the finish line.

TRAVEL TOWN

I designed the special offer in the shop, resulting in an uplift of 10% to revenue.

CSR2

I was part of the pre-production team for CSR2. I’m particularly proud of the blueprint system I championed, the basis of monetization for the games.

Sample Work

CASE STUDY ON THE MOBILE F2P SOLITAIRE SUBGENRE

I performed this analysis on Solitaire Grand Harvest, tearing down why its the most successful Solitaire game of all time.


BREAKDOWN OF THE SPECIAL OFFER IN TRAVEL TOWN

This is how I approached the design and testing of the Special Offer in Travel Town.

Q&A

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