t1k:designer:base:events
| Field | Value |
|---|---|
| Module | base |
| Version | 1.13.2 |
| Effort | medium |
| Tools | — |
Keywords: collab, event, event banner, event currency, event shop, limited-time, LTE, seasonal event, themed event
How to invoke
Section titled “How to invoke”/t1k:designer:base:eventsGame Events Design
Section titled “Game Events Design”When This Skill Triggers
Section titled “When This Skill Triggers”- Designing a limited-time event (LTE) from scratch
- Designing event currency, event shop, or event milestones
- Planning a seasonal event (Halloween, CNY, Holiday)
- Designing a collaboration event (IP collab, crossover)
- Monetizing an event (event banner, bundle, premium pass)
- Writing event names or copy that doubles as marketing
- Planning event art brief aligned to store screenshots
Decision Tree
Section titled “Decision Tree”| Intent | Path |
|---|---|
| Design LTE structure end-to-end | LTE Architecture |
| Design event economy (currency, shop) | Event Economy |
| Plan event monetization | Event Monetization |
| Plan event marketing | Marketing Perspective |
| IP collab event | references/event-design-templates.md → Collab section |
| BPC case study reference | Case Study: BackpackCrawler |
| Anti-patterns reference | Anti-Patterns |
LTE Architecture
Section titled “LTE Architecture”Event Tiers
Section titled “Event Tiers”| Tier | Duration | Systems |
|---|---|---|
| Minor | 2-3 days | Daily quest variant |
| Standard | 5-7 days | Event currency + shop |
| Major | 14-21 days | Event pass + shop + banner |
| Season | 60-90 days | Battle pass + ranking + LTE |
Event Flow Checklist
Section titled “Event Flow Checklist”- Event name reads as marketing copy (evocative, memeable, searchable)
- Entry hook playable within 2 min of login
- Daily event quest yields visible event currency progress
- Milestone track shows final exclusive reward upfront (FOMO anchor)
- Shop refreshes mid-event for re-engagement
- Countdown timer visible in final 24h
- Post-event: exclusive rewards “retired” — visible but uncollectable
→ references/event-design-templates.md — event brief template, milestone track, collab checklist
Event Economy
Section titled “Event Economy”- Single event currency per event (multiple = drop in engagement)
- Earn split: daily quest 40% / event mode drop 40% / login 20%
- Earn rate: free player earns ~70% of shop over full event duration
- Shop size: 6-10 items; 1 exclusive + 3-4 re-run items + 2-3 consumables
- Mid-event refresh: swap 2-3 items at midpoint — announce on social
- Currency expiry: 7-day grace period after event ends (urgency without punishment)
→ references/event-economy.md — earn rate tables, pricing formulas, currency flow model
Event Monetization
Section titled “Event Monetization”Revenue tier order: 1. Event banner / limited-time gacha (highest) 2. Event premium pass (paid track) 3. Event bundle ($4.99-$9.99: exclusive cosmetic + 2× currency + booster) 4. Premium bundle ($19.99-$29.99: same + extra cosmetic + banner pull) 5. Currency top-up / accelerator- Banner pity: per-banner counter only — does NOT carry across banners
- Reveal banner contents 48h before launch (community hype cycle)
→ references/event-monetization.md — bundle formulas, banner rates, pity tables
Marketing Perspective
Section titled “Marketing Perspective”Events are marketing. Every decision should be evaluated for shareability, pressability, UA leverage.
Event Name as Marketing Copy
Section titled “Event Name as Marketing Copy”- Name must be evocative and searchable (players search for guides/leaks)
- Test: “Would a TikTok thumbnail with just this name get clicks?”
- Good: “Phantom Eclipse Festival”, “Crimson Harvest”, “Neon Carnival”
- Avoid: “Spring Event 2026”, “Monthly Challenge”, “New Content”
D1/D7/D30 Impact
Section titled “D1/D7/D30 Impact”- Major LTE: event-week D7 cohort typically 5-10% higher than non-event cohort
- ARPDAU during major events: +25-50% vs baseline
- Post-event LTV: event completers show 30-40% lower churn in following 30 days
- Event creative outperforms evergreen UA ads by 1.5-3× CTR
Store Screenshots (Mandatory for Major Events)
Section titled “Store Screenshots (Mandatory for Major Events)”- Update screenshots 2 days before event launch (Apple review buffer)
- Screenshot 1: event key art + name; Screenshot 2: exclusive cosmetic
- Submit for Apple In-App Events slot (free editorial-adjacent placement)
→ references/event-marketing-playbook.md — press cycle, influencer brief, store checklist
Case Study: BackpackCrawler / Backpack Inu
Section titled “Case Study: BackpackCrawler / Backpack Inu”Full detail:
references/event-monetization.md§BPC +references/event-design-templates.md§BPC. Sources: Story.md §12, Systems.md §2.3-2.4 §3.3 §20,revenue-mix.json(locked 2026-04-29, Round 3 corrections 2026-05-02).
3 Monthly Major Events (12-week season)
Section titled “3 Monthly Major Events (12-week season)”- Wk 4 — “The Annual Picnic”: cozy seasonal, exclusive Picnic Blanket cosmetic + 2× Seeds drop weekend
- Wk 8 — “Black Friday Returns”: re-run vault, shop-bundle anchor, premium pass refresh tier
- Wk 12 — “Quarterly Earnings”: 8-Act gauntlet (whole campaign back-to-back) + Mythic-tier reward drop
5 Rotating Weeklies
Section titled “5 Rotating Weeklies”Take Your Pet to Work Day · Casual Friday · All-Hands Meeting · Pizza Party · Office Olympics — each ~15-25h prod, theme-tied to the workplace satire pillar; Wk 11 gets “Mochi’s Photo Album” mini-event (lore re-collection, dead-week mitigation).
Event Monetization (Tier 3 Heavy IAA stack)
Section titled “Event Monetization (Tier 3 Heavy IAA stack)”- Banner pity (per-banner, no carry): 1.6% featured rate displayed; soft pity at 70 pulls; hard pity at 90 pulls
- Bundle attach to event: Standard $4.99 (4-5× value) → Premium $9.99 (6-8× value) → Whale $49.99 (10× banner pulls + cosmetics)
- Event ARPDAU lift: target +25-50% vs $0.17-0.19 base case (realistic_base_corrected scenario)
- D7 dual-threshold: target 20% / floor 18% — auto-revert kill-switch to Tier 2 if D7 < 18% any week
Cozy-IAA Compromise (Acknowledged)
Section titled “Cozy-IAA Compromise (Acknowledged)”Tier 3 ad density (interstitial 1/run + 3-banner placements + push pressure) erodes cozy perception 5-10% per soft-launch survey. Mitigations baked into every event: Frank-voice sponsor framing on every ad surface, dual-tier ad-free pass escape valve ($4.99 / $9.99), opt-in push only with anti-FOMO copy, hard exclusions on emotional moments (post-death, FTUE, Day-1).
Why This Matters for Event Design
Section titled “Why This Matters for Event Design”Every event LTE in BPC inherits the cozy-pillar contract: event design must front-load Frank-voice sponsor framing and back-load the ad-free pass cross-sell. No event ships without a 1-question Pollfish cozy-perception survey at Wk 4 + Wk 8 (target ≥3.8/5; floor 3.4/5).
Recent Comparable Games — Event Design
Section titled “Recent Comparable Games — Event Design”→ Full per-game breakdown in references/event-design-templates.md §Benchmarks. Summary:
- Royal Match — Propeller Rush: weekend tournament, +14.6% revenue lift, single-mechanic tournament structure (PocketGamer)
- Survivor.io: bi-weekly events sustain $5-6M/mo at year 3; TikTok-driven UA + event creative outperforms evergreen 2-3× CTR (Gamesforum)
- Genshin Impact — double-banner events: ~+30% revenue uplift on 6-week patch cycle; banner reveal 48h before launch is the press-cycle gold standard (Bittopup)
- Marvel Snap — monthly seasons: first-Monday cadence + thematic cross-promo + season-pass anchor; predictable cadence = press-cycle-friendly (Marvel Snap Zone)
- Brawl Stars — Brawl Pass + brawler drops: 6-8 week cadence + Brawl Talk reveal cycle (community hype 72h before launch)
- Stumble Guys — IP collabs: monthly collab cadence (Avatar: TLA, My Hero Academia, PAC-MAN, NERF, Hot Wheels) — collab events outperform original IP events by 1.5-2× peak DAU (Scopely)
AppMagic 2025: midcore games run 20-40 events/month; industry grew 73→89 events/mo per game; seasonal peak is October (Halloween portfolio = ~9 concurrent events at top games). (AppMagic LiveOps 2025)
Anti-Patterns
Section titled “Anti-Patterns”| # | Anti-Pattern | Problem | Fix |
|---|---|---|---|
| 1 | Generic event name | Not searchable, not shareable | Evocative name = marketing copy |
| 2 | Exclusive only via gacha | Regulatory risk; player hostility | Always provide a f2p grind path |
| 3 | No store screenshot update | Missed featuring opportunity | Update screenshots for every major event |
| 4 | Collab without legal clearance | IP dispute forces removal | Legal review before art production |
| 5 | Banner pity carries globally | Devalues future banners | Pity resets per-banner |
| 6 | Event shop static all event | No return visit hook | Mid-event item refresh |
Cross-References
Section titled “Cross-References”game-liveops— Cadence: how events fit into the monthly live-ops calendargame-economy-design— Event currency earn rates, shop pricinggame-shop-offering— Event shop offering algorithms and pity mechanicsgame-quest-design— Daily event quest structure, milestone reward hooks
Reference Files
Section titled “Reference Files”| File | Coverage |
|---|---|
references/event-design-templates.md | Event brief template, milestone tracks, collab checklist |
references/event-economy.md | Event currency earn rates, shop pricing, currency flow model |
references/event-monetization.md | Banner design, bundle formulas, pity tables, revenue tiers |
references/event-marketing-playbook.md | Press cycle, influencer brief, store screenshot checklist |