gd-monetization-design

Designs IAP packages, Battle Pass tiers, ad placements, and pricing strategies for games.

Updated Apr 13, 2026
One-click install
npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-monetization-design-unity-upm-packages
Or copy as Structured Prompt for Agent▼
Please help me install this Agent Skill.
Skill: gd-monetization-design
Source: https://github.com/Unity-UPM-Packages/Antigravity-skills/tree/main/.agents/skills/gd-monetization-design
Command: npx skills add https://github.com/Unity-UPM-Packages/Antigravity-skills --skill gd-monetization-design-unity-upm-packages

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game designers often struggle to structure revenue features like in-app purchases, Battle Passes, and ad placements in a way that balances player experience with monetization goals. This Skill provides ready-made templates, decision trees, and design rules for building these systems. ## Core Features & Use Cases - IAP Package Design: Generates structured package templates with price, contents, value ratio, purchase limits, triggers, and urgency mechanics. - Battle Pass Structure: Produces free/premium tier tables with XP curves, hero reward placement, and season pacing rules. - Ad Placement Matrix: Maps ad types to game moments with player mood analysis to avoid harmful placements. - Use Case: A designer needs a starter pack for a mobile RPG. The Skill applies the 5x–10x value ratio rule, sets it as a one-time purchase, and triggers it at Level 3–5 after the player understands currency value. ## Quick Start Design a Battle Pass with 30 tiers, free and premium reward tracks, and an XP curve that completes in 80% of a 45-day season.

Frequently Asked Questions about gd-monetization-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I design a Battle Pass for a mobile game?▼

Define free and premium reward tiers across a 30–60 day season, then set an XP curve where daily quests complete the pass in 80% of the season duration. Place a hero reward at tier 25–30 and ensure every free tier has at least one reward.

How to price IAP packages and starter packs in games?▼

Starter packs should offer a 5x–10x value ratio as a one-time purchase triggered at Level 3–5. A/B test price points like $0.99, $1.99, and $2.99, and keep Battle Pass pricing in the $4.99–$9.99 impulse-buy range.

Where should I place ads in a mobile game?▼

Place rewarded videos at level completion (2x coins) and level failure (continue) moments, and interstitials when returning to the menu. Never show ads mid-gameplay, after a purchase, or during the tutorial.

What makes a good free tier in a Battle Pass?▼

A good free tier never feels empty, with at least one reward per tier across all levels. This keeps non-paying players engaged and exposes them to the premium track's hero reward as motivation to convert.

When should a starter pack offer appear in a game?▼

Trigger the starter pack at Level 3–5, after the player understands the value of in-game currency. Showing it earlier reduces conversion because players cannot yet judge the offer's value.