Services
·
How partnership works
How we partner on long-lived games
This page is the detail behind Services: what partnership feels like,
how product talent fits, and how we start —
whether you’re still in development, testing with real people for fit, or already live.
For practice areas and engagement shapes (workshop through longer arc),
stay on Services.
15+ yrs · 50+ titles
EA · Ubisoft · SYBO · Spil · Nazara
Who this is for
Studios that need senior people in the loop
Long-lived games where product, live ops, measurement, and talent have to move together —
not only after launch.
- In development — loop, economy, and year honesty while the product is still formable.
- Near market test — soft launch, beta, real-people play; ready for what you’ll learn.
- Finding fit — retention after novelty, commercial honesty, product–market fit without fooling yourself.
- Live — seasons, cadence, year-two health — the long game our craft is built for.
How we show up on every engagement:
domain expertise,
lockstep with your goals,
professionally delivered
— explained on Services.
What we are not
- Not ticket-takingStronger teams when we leave, not only closed tickets
- Not generic processGame craft, adapted to your title and stage
- Not “PM only”Product is central; live, analytics, and talent sit beside it
- Not launch-only theatreSustenance is designed in, not bolted on after first real users
Product talent
Experienced product talent for partnerships
Talent is one of four practices on Services.
Here is what it means when the engagement is a partnership, not a hire-only project.
In the work
Senior product craft on the live plan: prioritisation, economy, year honesty, player-value language
(MRM,
AFITMRR™) —
applied to your goals, not a generic agenda.
In the team
Hiring and bar for product and live roles who own loops —
so the model doesn’t depend on one external forever.
Clear role design, interview judgment, capability that stays.
Why limited engagements
Grow the game without growing the overhead
Long-lived games need senior judgment. They do not always need another permanent seat on the org chart
to get it. Focused windows — workshop through fixed term — mean you can bring multi-title craft in for the weeks that matter,
with energy on the problem, and without carrying unused capacity when the heat has moved on.
Honest shape
Bounded problem, bounded window, lockstep with your goals.
Not theatre. Not a forever retainer for basic hygiene.
If a full-time hire is the cleaner answer, we will say so.
Jump into the work
Humility about whose game it is. Energy on the mess that is actually in front of you —
numbers, loop, people, the decision this week. Something left with your team when the window closes.
Full field note:
Grow the game without growing the overhead.
Shapes of work live on Services.
How we start
Name the problem. We’ll shape the engagement.
No RFP theatre. Enough context to be useful — then a focused first step with your teams,
not a blank multi-year contract. Limited by design when the problem is bounded
(why that matters).
Shapes live on Services.
1. You send a short note
Use Partner Up or email
paul@yardstickgames.com.
A few paragraphs beat a perfect brief. Helpful if you can include:
- Stage — in development, near market test / soft launch, finding fit, live, re-live, portfolio.
- Platforms & genre — enough that we don’t guess the loop.
- What hurts — retention, economy, year plan, launch readiness, live cadence, talent gap, decision noise.
- What good looks like soon — a decision made, a plan honest, a hire bar set, a first real-people test that teaches, a season that lands.
- Who’s in the room — product, live, analytics, studio leadership (even roughly).
Don’t share player PII or confidential dumps. High-level is fine for the first exchange.
2. We reply with how we’d engage
Not a generic capabilities pack. You’ll get a clear read on fit,
which practice(s) matter, and a sensible shape from the
Services menu.
If we’re the wrong partner, we’ll say so. If a free tool or public note is enough,
we’ll point there first — partnership is for craft on the title.
3. First conversation (focused)
One working session — not a sales marathon. We pressure-test the problem,
separate symptoms from system issues, and name what “done” means for a first engagement.
Outcomes: shared problem statement, proposed shape and horizon, who needs to be involved next.
4. Start tight, then deepen if useful
Most partnerships begin with a bounded first piece of work.
Deeper terms only follow when both sides see value.
Exit is designed in: rituals, language, capability left with your team.
More on the bar:
what good partnership looks like.
What you don’t need on day one
- A finished SOW or multi-year budget line
- Full data warehouse access
- Agreement on every practice area up front
What we optimise for
- A decision or plan you can run next week or next season
- Work that fits your team’s real capacity
- Honesty if a lighter path beats a partnership
FAQ
Straight answers
Is this product management consulting?
Search often uses that phrase. We deliver senior product and live-game services as
partnership — with product talent in the mix — not a freelanced backlog alone.
Practice menu: Services.
Do you only do product?
No. Product is central; live production, analytics, and talent are first-class —
see practice areas
and expert live services.
Where do I see workshops vs longer arcs?
Engagement shapes are on Services.
This page covers how we start and what partnership means day-to-day.
Ready when you are
Tell us where the game is. We’ll answer with how we’d start.
Authorship. Page content and design expression © Yardstick Games Private Limited
(Paul Dutta, Founder). Where AFITMRR™ appears, it refers to Yardstick’s player-value framework —
a trade mark of Yardstick Games Private Limited. All rights reserved.