Development of an AI system for personalizing the gaming experience

When the audience grows, one-size-fits-all selection rules stop matching player interests — retention drops and churn rises. We develop turnkey AI systems for game personalization: from behavior labeling to real-time recommendations. Players get selections that match their interests, while the team gets less manual work and more returning users.
Frequently Asked Questions

Why game personalization breaks as the audience grows

While there are tens of thousands of players, content selection looks like it works: profiles are recalculated once a day, and recommendations reach the interface by the next session.

At scale, this scheme falls apart — the recalculation queue grows faster than the audience, and the decision about which mode or reward to show reaches the player with a delay of hours and no longer matches their current state.

The second bottleneck is fragmented user data. Progress, purchases, sessions and activity in social features live in different services, each with its own counter and its own idea of the "same" player.

By the time features are assembled, some events haven't arrived yet, and some contradict each other: one source considers the player a beginner, while another already sees a veteran level.

The third reason is that the selection logic lags behind the product. New modes, seasonal events and balance tweaks ship faster than the rules are updated, and they have to be hardcoded into a release. Every change turns into a separate task, and personalization stays where it was once set up.

This is a systemic problem, not an isolated defect: according to Unity observations, players expect a game to adapt to their playstyle, while studios cannot rebuild the logic just as quickly. Let's break down how this gap gets closed.

What game personalization delivers: impact in product metrics

Game personalization is not a "smart recommendation feed" but a set of models that influence whether a player comes back tomorrow. We measure the effect of personalization at the product level: user retention, audience engagement, hit rate on interest, team workload.

User retention and returns

The churn model calculates the probability of leaving based on behavior in the first sessions — the pace of progression, the frequency of returns, the reaction to difficult sections.

The player is matched with a next goal where they are highly likely to reach the result rather than quit: difficulty adapts to their actual pace, not to the average across the base. We record day-one retention and day-seven returns before the start and measure them after launch.

Selection accuracy and hit rate

The hit rate on interest shows how many of the actions offered to the player they actually choose. We calculate it for each delivery block and reduce noise: the set of events, features, segmentation.

At the same time, manual segment setup decreases — where an analyst used to build groups with queries, a model now works, and the team only looks at deviations.

The speed of shipping changes grows: a new selection variant is validated by an experiment without requiring a client rebuild.

Implementation approaches: comparing modes and limitations

The way content selection is implemented is determined by three things: where player data is stored, in whose environment the model is trained, and how quickly the logic needs to change.

The limitations of each approach usually show up later — as the audience grows, when metrics change, or when a service provider changes its terms. Below are the options that teams realistically choose between at the start.

Off-the-shelf services vs. an in-house model

Option When it fits Limitations
External off-the-shelf service You need to launch quickly and have no in-house support team Player data goes to a third party; selection logic is limited by the provider's settings
In-house model in the client's environment You have accumulated data, and control and non-standard behavioral features matter Longer time to result: requires labeling, quality monitoring and maintenance

Hybrid schemes vs. rules without a model

Option When it fits Limitations
Hybrid scheme You need a fast start with a gradual migration of logic into your own environment Harder debugging: some signals come from outside, some are computed internally
Rules without a model The audience is small, and predictability and instant rollback matter Doesn't account for long history or subtle relationships between events

Regardless of the chosen approach, the first launch should be done on part of the audience — for example, on one segment or region. This provides comparison with a control group, limits the risk area, and allows rolling back changes without affecting other players.

How we implement it: six stages of engineering work

Before the system starts selecting content, you need to understand what data it can even learn from. Game personalization breaks not at the model but at the input: events arrive at different frequencies, some parameters aren't saved, and the logs have no session binding.

That's why the implementation stages run from source audit to handover — with a mandatory control-group check before full launch.

Audit and data preparation

  1. We analyze the sources: which events are collected, with what delay they arrive, what gets lost when the player profile is rebuilt. The output is a list of missing fields and a plan for collecting them.
  2. We agree on the flow scheme: where features are computed, how long history is stored, how traffic is split between groups, and who is responsible for a failure at each stage.
  3. We set up the selection logic: rules, priorities, content and impression-frequency limits — with manual control during the trial period.

Control-group validation

  • We assemble a control group and a set of metrics: retention, session length, share of repeat visits. The comparison runs on identical traffic, otherwise the result proves nothing.
  • We launch in a limited way — on part of the players, with automatic rollback to the previous logic if metrics fall below the agreed threshold.
  • We hand over to the team: the data scheme, the regulation for changing rules, the incident review procedure, and training for the specialists who will keep running the system.

What your team keeps after implementation

Implementation doesn't end with a demo of a working service but with the handover of artifacts your team can use to develop game personalization on its own. Below is what stays in your repository and internal knowledge base, with notes on who uses it and how.

Documentation set

  • System documentation: architecture, service composition, failure points and behavior when a data source is unavailable.
  • Data flow diagrams: from game events (sessions, purchases, progress, churn) to feature marts — indicating where each metric is computed.
  • Description of selection rules: which signals form the player profile, their weight and trigger thresholds, and what we show a new player with no history.
  • Instructions for analysts: how to add a feature, test a hypothesis and compile an effect report without breaking the current logic.
  • Check catalog and change log: what changed, on which sample it was tested, and how it turned out.

Policies and responsibility

  • Access policies and roles: who sees anonymized data, who edits the selection rules, who approves a release to production.
  • Update policies: how to update models on fresh data, track quality degradation and roll back to the previous configuration version.
  • Areas of responsibility: who is responsible for data quality, who for the selection logic, and whom to approach when reports diverge.

Case study: retention and engagement after rebuilding the logic

Before personalization launched, content selection in the client's project was generic: rules by large segments, manual tweaks before seasonal events, monthly updates.

Before and after metrics were captured over comparable periods and compared with a control group that continued to receive the old logic — so the effect isn't mixed up with seasonality and updates.

What it was before

Segments divided players by a single attribute — level or whether they had paid — so a beginner and a veteran saw nearly identical offers.

The first sessions produced a spike, then interest fell: most churn occurred in the first days, and return rate over the long horizon stayed at the baseline. Hypothesis testing waited for the update window and stretched over weeks.

What it became after

The model computes features for each session: depth of progress, difficulty of completed stages, the pause between visits, the reaction to past offers.

The model's output is constrained by rules — they prevent getting stuck on one type of content and maintain a clear difficulty curve.

Relative to the control group over comparable periods: day-7 return rate is 18% higher, day-30 is 11% higher, average session length is 14% longer, and the share of players who complete the onboarding chain grew by a quarter. A logic change is validated in a day rather than a month.

"We used to guess why a player left on the third day. Now we can see which feature predicts it" — head of product direction.

What to do if the selection logic is already partially implemented

Partially implemented selection is not a problem but half the solution: you already have rules, a history of game sessions and an understanding of what works.

The first step is to analyze where the logic lives: in the client, on the server or in an analytics mart, and which events are already being collected. That determines what we reuse unchanged and what has to be migrated.

Accumulated data is almost always preserved: we don't discard the old history but backfill missing fields and re-label events according to the new rules, cutting off what can't be restored.

A full rebuild is rarely needed — more often it's enough to extend the event schema and make sure the player and session join the same way in old and new records.

We maintain compatibility with the current system through a middleware layer: the client calls the same recommendation delivery interface, while inside, a new model runs alongside the old rules.

A shadow mode computes its decision on live traffic, but the player notices nothing — metrics are compared on the same sessions. Then comes a gradual transition by traffic shares, with a return to the previous logic via a single setting.

The logic migration plan proceeds layer by layer: first rules with a clear gain, then ranking, then experiments.

Manual exceptions remain until the model beats them in tests — on Unity and similar platforms, this is convenient to move to the server side without touching the client build.

Technical concerns: answering common questions

Before launching personalization, the same engineering concerns almost always come up: whether there's enough data, how not to violate privacy, who is responsible for model quality, and how to know the effect is real. Below are short answers, without marketing.

How much behavioral history do you need at the start?

2–4 weeks of events per player is enough: sessions, progress, purchases, drop-off points. While history is scarce, a cascade works: first segment-level rules by cohort, then personal recommendations — as events accumulate. We store aggregates, not the raw log.

How is this compatible with privacy and personal data?

The model trains on behavioral features; contact and payment data never enter it, and identifiers are pseudonymized. Access is role-based, requests are logged, and the retention period is set by policy. Deletion on a player's request is processed both in the storage and in the recomputed features.

Who is responsible for model quality?

We are responsible for the pipeline: data preparation, training, metrics, drift monitoring and rollback to the previous version. Your product team determines how recommendations are interpreted and the game rules — the model doesn't make design decisions.

Will this fit into our current stack?

The client doesn't need to be rebuilt: we connect via event exchange and exports. We launch one mode on a share of traffic, verify it against a control group, and only then expand the set of scenarios.

How do you measure the effect instead of taking it on faith?

Comparison with a control group, retention and session-depth metrics, time to first meaningful action. We look not only at the average lift but also at the distribution: whether segments that don't benefit from personalized scenarios have declined.

Let's discuss your task: how the first review goes

To make the first review substantive, we need a minimum of input: what the product is, exactly where personalization is stalling, and what you've already tried.

Describe the task in free form — that's enough for us to outline the scope and come back with an estimate and a work plan. Below is what noticeably speeds up the review.

  • Product and goal. Genre, platforms, size of the active audience and the metric you need to move: retention, session length, purchase conversion.
  • What already works. Current selection logic, rules and manual settings, A/B tests conducted — so we don't suggest what you've already been through.
  • Data. Which events are collected (sessions, battles, purchases, progress), how long history is stored and how anonymization is handled.
  • Accesses and data for the review. Read access to the analytics storage or an export, table schemas, sample events, access to a test environment — read-only mode is enough.
  • Constraints. Requirements for model response time, privacy and player consents, platform rules.
  • Team. Who is responsible on the client side, how changes are approved, whether there's on-call support after launch.

In response, you'll receive an estimate of the scope of work, a stage-by-stage plan with checkpoints, and the criteria by which stages are accepted.

You don't have to launch everything at once: the review may end with a decision to start with a single personalization scenario — for example, difficulty selection or in-game item recommendations. We'll put the next steps in writing so both sides share the same picture.

AI Development Areas

Latest works

  • Development of a web application for FEEDME
    Development of a web application for FEEDME
    1393
  • Development of an online store for the company FURNORO
    Development of an online store for the company FURNORO
    1368
  • B2B Advance company logo design
    B2B Advance company logo design
    815
  • Development of a web application for Enviok
    Development of a web application for Enviok
    1139
  • AIDER company logo development
    AIDER company logo development
    1057
  • CRM development for Chasseurs
    CRM development for Chasseurs
    1152