Project Overview
I worked on the global launch of AxE: Alliance vs. Empire, a mobile MMORPG that had first been designed for players in Asia. Bringing it to Western markets required more than translating the text. We had to make the game easier to learn without stripping away the depth that made it appealing.
My role covered the Western version of the product, live operations, and the go-to-market plan. We used player segments and predictive models to understand the full path from an ad or store page through onboarding, spending, and long-term play.
One of the most important decisions was when to introduce the game’s many systems. Rather than remove them, we worked to reveal them at points when players understood what they were for and were ready to make a meaningful choice.
Adapting a Complex MMORPG for Western Players
AxE introduced progression, combat, equipment, social systems, and offers very quickly. Players familiar with the genre could move through that complexity, but many new Western players were being asked to learn too much before they understood why the game was fun.
The launch also needed the marketing and the product to tell the same story. If an ad promised one kind of experience and the first session delivered another, a strong install number would not lead to a healthy player base.
Localization Alone Didn’t Fix Onboarding
Our first pass focused too heavily on translating and explaining the existing flow. The words became clearer, but players were still meeting too many systems too early. Better instructions could not fix the order in which the game taught itself.
We changed the onboarding so complexity arrived in stages and reviewed early player behavior by audience group. We also stopped treating installs as the main measure of launch quality. Retention and long-term value became part of the same conversation from the beginning.
Impact
AxE reached 10 million downloads within six weeks, generated more than $60 million in lifetime revenue, and ranked among the top-grossing games on the Apple App Store and Google Play.
The launch also gave us a better way to judge performance across the whole player journey. We could connect the promise that brought someone into the game with the experience that kept them playing and, for some players, spending.


