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Every week, we study the mechanics, monetization systems, and LiveOps strategies shaping today's top mobile games.

If you're the type of person who opens a game and wonders why a feature exists, how an offer was designed, or what makes an event successful, you're in the right place.

This week I’m looking at how level start screens can make rewards more visible, how MONOPOLY GO! turned The Simpsons into a full seasonal takeover, a cute puzzle game I enjoyed playing this week, and a new talent spotlight from the industry.

Should the Level Start Screen Show Rewards?

I noticed an interesting difference in the level start screen between Candy Crush Saga and Match Villains.

Candy Crush keeps the screen focused on the level goal and booster selection.

Match Villains adds another layer: a reward preview that shows what the player can earn from winning the level, including soft currency and LiveOps rewards.

It is a small UI difference, but I think it changes the feeling before the player even taps play.

Goal + Boosters → Start the level

Goal + Boosters + Reward Preview → Start the level with visible upside

I like this because it creates a bit of subconscious pressure to win.

The player is not only thinking about beating the level, they are also thinking about the rewards they might lose if they fail.

MONOPOLY GO! x The Simpsons

MONOPOLY GO! and The Simpsons are teaming up for a full-season collaboration running from June 3 to July 29. The season brings Springfield into the game through themed boards, sticker albums, collectibles, minigames, community events, and original story moments featuring characters like Homer, Bart, Lisa, Marge, and Mr. Burns.

I also recommend watching Scopely’s behind-the-scenes video on how the team brought The Simpsons into MONOPOLY GO!

They talk about the creative process, how they approached the collaboration, and what it takes to bring such a recognizable entertainment universe into a live mobile game.

That part is what I found most interesting.

The collaboration itself is impressive, but seeing the thinking behind the design makes it even more valuable for anyone working on IP, LiveOps, or branded events.

Check it out HERE

“Packindom” by ABI

I played Packingdom this week and really enjoyed it.

It takes the “match 3 identical items” idea in a slightly different direction. Instead of only matching objects from a tray or board, you are looking through beautifully designed rooms, finding specific items, matching three of them, and packing them into boxes.

What makes it satisfying is the room transformation.

You start with a messy, item-filled space, and as you keep matching and packing, the room slowly becomes cleaner and emptier.

If you enjoy hidden object games, cozy puzzle games, or just like the feeling of organizing a messy room, this one is worth trying.

Cute, relaxing, and surprisingly satisfying.

Play on iOS

Play on Android

Micole Leger is a Director of Marketing & Product based in London, UK, with 15+ years of experience across mobile games, growth, product strategy, and performance marketing.

She has worked with some of the biggest names in mobile gaming, including Supercell, King, and Plarium, across titles such as RAID: Shadow Legends, Hay Day, Candy Crush Saga, and Farm Heroes Saga.

Her experience spans the full game lifecycle, from launching new games to growing long-running live titles, with a focus on product-led growth, marketing strategy, UA, monetization, and commercial performance.

She is open to leadership roles across product, growth, and marketing.

You can reach out to Micole on LinkedIn.

Want to be featured in a future Talent Spotlight?

Reply directly to this email with your name, role, location, LinkedIn profile, years of experience, and a few games or projects you’ve worked on.

And if your studio has open roles in mobile gaming, feel free to reach out. I’m exploring ways to help connect great talent with relevant opportunities.

Michael Kopelovich

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