Live Ops and Events
Planning live content, events, calendars, player goals, reward structures, tuning and post-release evaluation.
Michal Lenhart
I help teams turn player behavior, business goals and creative ideas into features that ship. I have worked on big games that made millions of dollars in revenue, and with smaller indie teams where I owned broad design, product and implementation responsibilities.
Planning live content, events, calendars, player goals, reward structures, tuning and post-release evaluation.
Offer design, segmentation, economy sources and sinks, progression pacing, LTV-focused systems and AB tests.
Repeatable activities, scalable challenges, late-game loops, boss structures, progression and competitive elements.
Prioritization, product direction, stakeholder alignment, KPI-informed decisions and shipping with business impact.
Unity, Git, spreadsheets, configs, level tools, AI-assisted prototypes, level editor improvements and follow-up.
Using Codex, Claude, ChatGPT and other tools responsibly to speed up prototyping, docs, tooling and iteration.
A recruiter-first view of what each project was, what I did and why it matters for senior design, live ops, monetization, economy and systems roles.
Self-funded cozy idle companion game released across mobile, Steam and other platforms, reaching 2M+ organic installs.
Mature F2P live game with strong 6-7 digit monthly revenue.
PC prototype work in Outfit7's R&D department, alongside other mobile game prototypes.
Monetization design work on large-scale mobile games at one of Europe's major mobile game companies.
Dark fantasy RPG inspired by classic RPG and Diablo-style progression.
7+ years of freelance design work across Cooking Team Restaurant, Real Slime Simulator, Playsaurus idle games, Panenka and other projects.
Unity and Git-based prototype work, level design, design specs, balancing sheets, tools and AI-assisted workflows.
Client work in economy, monetization, live ops, systems, gamification, analysis and product direction.
Built and shipped Comfy Girl, handled roadmap, contractors, platform releases, store positioning and live updates.
Supported indie game community work, collaboration, knowledge sharing and project-facing conversations.
Game design, client work, feature definitions, documentation and production-friendly design support.
Live RPG systems, monetization, endgame activities, difficulty, playtesting and post-launch iteration.
Offers, segmentation, economy systems, AB tests and monetization improvements across Talking Tom games.
Live ops planning, event balancing, content delivery, economy health, stakeholder coordination and KPI review.
I worked with Michal on several occasions, both on mobile and PC games. He shows great professionalism and passion for his work. It was always a pleasure to work with him.
Michal is a great game designer. He has plenty of prior experience to draw from, writes detailed docs and is an all-around cheerful guy.
I worked closely with Michal on TrainStation project for 2 years and he was a reliable and hard-working colleague. Always curious and proactive to learn and try new things.
Michal is a no brainer if you want to build a proper game design for your game. He helped us define the in-game economy for our football game.
Michal is a great guy, very likable and passionate. He is also very knowledgeable and skilled. I can only recommend working with him on game design!
Player problem, business target, KPI, production context and creative vision.
Clear specs, loops, economy, rewards, balancing, UX flow, success metrics and implementation notes.
Design, dev, art, QA, analytics, community, product and leadership understand the same direction.
Hands-on implementation when useful, playtesting, internal feedback, AB tests or KPI review.
Use data, feedback and product instinct to improve the live game.
I use AI tools hands-on when aligned with company policy. AI is not a replacement for design taste or product judgment. It helps with prototyping, documentation, implementation support, level tooling, scripts, research, iteration and communication.
System design, economy design, progression, RPG activities, endgame loops, level design, FTUE, balancing, live ops, monetization, offers, events, rewards, player psychology.
Roadmap thinking, KPI-focused decisions, LTV, retention, conversion, churn, AB testing, economy health, stakeholder alignment, post-release analysis, community feedback.
Unity, Git / SourceTree, Google Sheets, Google Docs, Figma, Photoshop, Data.ai, AppTweak, Sensor Tower, basic SQL, JSON, Codex, Claude, ChatGPT, Google AI Studio, Leonardo.ai, ElevenLabs.
Clear communication, calm collaboration, ownership, proactive problem solving, practical leadership, no drama, can lead or follow depending on what the project needs.
Email: michal@lenhart.games
Phone: +421 909 178 053
Location: Bratislava, Slovakia
Website: lenhart.games