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bringing mobile games to the web.

I joined Trail, later Pley, after they had raised their Series A and were looking to scale. They had built technology that let mobile game developers bring their games to any web browser. This gave publishers a way to sell directly outside the app stores and reach players through web campaigns. A few games had launched successfully, and the next challenge was making that repeatable.

My job was to lead the product design team, but as the company went through the ups and downs of the gaming market, my role grew. I tend to spend my time where the problems and blockers are. At Pley, this meant working in developer relations and customer success to shorten the feedback cycle and help get games launched.

The challenges largely fell into two categories: converting web visitors into returning, paying players, and shortening the time from a signed publisher to a launched game.

For the first, the main issue was iteration speed. We couldn't user test ad conversion. It had to be tested for real, through focused experiments with real ad campaigns.

We needed to adapt the landing page and web player to different .

I designed the landing page template to be configurable through URL parameters. Campaign links were already part of the UA teams' work, so they could change the behaviour through the link used in an ad. They could run variations without waiting for a new build or involving Pley each time.

The other main hurdle was coordination. The publisher bought the technology, their studios had to implement it, and a marketing partner might be responsible for launching the campaigns. Getting from a signed contract to the first paying player could take seven months or more.

Me and our lead PM started by mapping the launch process with customers and testing a shared programme in Notion. It made the responsibilities, dependencies and next steps visible. That work changed how I thought about the developer products.

The developer console had become another SaaS tool people had to learn. I wanted it to feel like documentation and collaboration, things they already worked with. I designed pages where integration instructions sat alongside the settings, with a shared launch guide showing what needed to happen and who was responsible.

This brought the product closer to how launches actually worked: people across several companies coordinating tasks, making decisions and following up. By making the products feel familiar to developers and aligning our interfaces with the real launch process, we reduced resistance and cut time to launch to two months.

For the full case studies from Pley, reach out to fred@e2e.design.