Overview
A space-themed bike game where balance, speed, and regular events kept players coming back.
Gravity Rider was all about nailing that “one more try” feeling—balancing on wild sci-fi tracks, dodging traps, and shaving seconds off your best time. The goal for the team was to keep players coming back, so we built a roadmap packed with new planets, bikes, and regular events, while also improving the core racing experience. As Producer, I handled sprint planning, resource allocation, and budget tracking. I ran daily standups, managed hiring, and made sure everyone had what they needed to deliver. I worked closely with design and engineering to prioritize features like the ghost-race PvP system, new trap mechanics, and a dynamic camera overhaul. I also coordinated with marketing and support to sync up content drops and community events. We pushed out updates on schedule, each one bringing new tracks, bikes, and challenges. The async PvP and leaderboard resets kept the competition fresh, while LiveOps and seasonal events gave players a reason to stick around. The end result: higher retention, more sessions, and a game that kept its spot in the charts.