
Critical Strike is a F2P real time multiplayer first-person shooter game developed by Turkish game studio Vertigo Games. Players engage in strategic and fast-paced battles as two opposing teams, experiencing a unique competitive environment enhanced by modern graphics and a detailed game economy.
I worked as Product Manager on Critical Strike CS: Online FPS during its most impactful growth period between 2021 and 2024. During my tenure, the game scaled significantly—reaching over 100 million downloads, generating $500K+ in monthly revenue, and maintaining a steady 20,000+ concurrent users at peak hours.
Vertigo Games, 2021 - 2024
Role
Product Manager (Sr.)
Responsibilities
Product Management, Game Economy Design, Game UX Research & Design, Game Design, Live Ops Design & Management, Data Analysis, A/B Testing, Localization, QA Testing, Team Management, Project Planning, Release Planning
Tools I Used







In Critical Strike project, I was responsible for end-to-end product development and live service operations. My contributions covered a wide range of areas including:
Live Operations Design: Seasonal systems, limited-time events, and engagement pipelines were designed and run on a calendar that balanced novelty with operational feasibility. Event goals, reward ladders, and return incentives (streaks, login bonuses, comeback gifts) were defined; difficulty and pacing were tuned per segment to protect retention while avoiding reward inflation.
Game Design: Core systems and balance frameworks were maintained through telemetry- and playtest-driven iteration. Weapon and equipment parameters (damage, fire rate, recoil, accuracy bloom, projectile speed) were tuned to target stable Time To Kill bands across ranges and modes. Progression curves and feedback systems (XP, level-ups, unlock timing) were adjusted to improve early stickiness without compressing long-term goals. Matchmaking (ELO) settings were refined to reduce mismatch outliers.
Game Economy Design (Monetization): Progression, reward loops, and sinks were defined and continuously rebalanced. Currencies (soft/hard), earn/spend flows (matches, quests, events, pass), and reward cadence (daily streaks, seasonal milestones) were aligned to limit inflation. Chest/drop tables incorporated pity thresholds and duplicate-to-resource conversion to preserve value over time. Economic health was monitored via source/sink dashboards and cohort spend/earn deltas. Monetization structures were expanded and localized: starter and first-purchase bundles, No-Ads options, seasonal/segment-aware offers, and pass upsell points. Value communication was standardized (content breakdowns, “best value” badges), and chest info screens were updated to disclose drop rates transparently. Offer impression frequency and placement followed user-level segmentation (progress, spend propensity, churn risk) with guardrails to avoid early paywall pressure.
A/B Testing: Hypothesis-driven experiments were run across pricing, feature releases, and UX flows. Success metrics (retention, conversion, ARPPU/LTV) were predefined; variants shipped via feature flags and staged rollouts. Analyses focused on statistical significance and practical lift, with documented learnings feeding design standards and future test backlogs.
Data Analysis: Telemetry and cohort analyses guided roadmap decisions and live ops adjustments. Cohorts, funnels, and segments were used to track retention, engagement depth, conversion, and churn signals. Mode/region/device breakdowns surfaced imbalance and performance hotspots; event schemas were maintained to ensure reliable measurement of key product and monetization flows.
Game UX Research and Design: Competitive and heuristic reviews informed information architecture; user flows and wireframes/prototypes were produced and validated. Scope included onboarding/FTUE, controls, main menu, inventory/arsenal, missions/quests, store/offers, profile, settings, and post-match. Usability tests, targeted surveys, and live playtests were used to refine discoverability, reduce friction to first match, and improve inventory readability via card templates (rarity/level/stat hierarchy).
Localization: Feature strings and store assets were localized and validated across 13+ languages. Processes covered glossary management, context notes for strings, right-to-left checks (where applicable), layout resilience, and post-release linguistic QA. New-language onboarding workflows were defined to reduce time-to-ship for additional locales.
QA Testing: Test plans and acceptance criteria were maintained; smoke/regression passes were executed across target device/OS matrices. Performance (FPS, memory, crash rate), networking/matchmaking behavior, and event-schema integrity (e.g., equip, upgrade, chest_open, pass_claim, purchase) were verified. Bug triage followed severity/repro guidelines; pre-release checklists and staged rollouts (with rapid rollback paths) reduced launch risk.
Project Planning & Team Management: Roadmaps were owned from concept to release; sprint and release planning synchronized design, engineering, art, data, and marketing. PRDs and UX specs defined scope, acceptance criteria, and success metrics. Post-release reviews tied outcomes to hypotheses and informed subsequent iterations.
This role demonstrates my ability to scale and operate a high-performing F2P live mobile game through data-informed product thinking, hands-on design work, and coordinated team leadership.
Critical Strike Trailer 2023
I served as a Product Manager for 3 years, taking on various responsibilities and delivering numerous initiatives. Below, I listed the releases i delivered during this period in chronological order, specifying the work I carried out and adding details on the key initiatives.
For more information about my work on Critical Strike, please contact me directly as it is under NDA.
Update 12.7
Live Ops: Lunar New Year
February 2024
Senior Product Manager of the Release
Update 12.6
Live Ops: Winter Warfare
December 2023
• Release Plan: New Live Ops Event
• Game Economy: Monetization for new Live Ops Offers, Battle Pass
• Game Design: New weapons, consumables and cosmetics, Daily Spin Feature
• A/B Tests
Update 12.5
Live Ops: Nightfall Duel
October 2023
• Release Plan: New Live Ops Event
• Game Economy: Monetization for new Live Ops Offers, Battle Pass
• Game Design: New weapons, consumables and cosmetics, Chest monetization updates, Battle Pass
• A/B Tests
Update 12.3 & 12.4
Live Ops: Summer Vice
August 2023
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game Design
• Battle Pass Product, Game and Economy Design
• A/B Tests
• Feature Update: Battle Pass Game & Economy & UX Redesign
• New Feature: Seasonal Draw
Update 12.2
July 2023
• Feature Update: Daily Login Rewards Game, Economy & UX Design
• New Feature: Daily Login Streak Game, Economy & UX Design
• A/B Tests
Update 12.1
Live Ops: Underworld Ops
June 2023
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game Design
• Battle Pass Product, Game and Economy Design
• A/B Tests
• New Feature: Playtime Rewards Game, Economy & UX Design
• Monetization Updates
Update 12.0
Easter Update
April 2023
• Feature Update: Rate Us Popup Game Design & Logic Update
• Monetization & Offer Flow Fixes
• New Feature: Boost System Game Design & UX Design
• Weekday Offers Monetization
• New Feature: Instant Upgrade Game, Economy & UX Design
Update 11.9
Live Ops: Wildwest
March 2023
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game Design
• Battle Pass Product, Game and Economy Design
• A/B Tests
• Feature Update: Game End UX Flow Updates
• New Feature: Square Spin Game Design & UX Design
• Feature Update: Card Game Game Design and UX Redesign
Update 11.8
February 2023
• A/B Tests
• New Feature: Daily Deals Game Design & UX Design
• Feature Update: Free Rewards Game Design & UX Redesign
• New Feature: Level Based Offers Game Design & UX Design
• New Items: Special Weapons & Characters Game Design
• Live Ops: Lunar New Year Offers Monetization
• Feature Update: Missions Page Game Design & UX Redesign
• Feature Update: Arms Race to Battle Pass Game Design & UX Redesign
• UX Update: Game End UX Redesign
Update 11.7
Live Ops: Dark Frost
December 2022
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
• A/B Tests
• Player Level System Update
• Missions Update: UX Design
• Feature Update: Weapon Level Up & Unlock UX Redesign & Game Design
• New Feature: Character System Game Design & UX Design
• New Feature: Clan Tournament Game Design & UX Design
• New: Tactical Consumables Game Design & UX Design
• New Feature: Clan Trophy & Skills Game Design & UX Design
Update 11.6
Live Ops: Until Down
October 2022
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
• A/B Tests
• New Feature: Special Weapons Game Design & UX Design
• New Game Mode: Control Point Game Design
• Missions Update: Control Points Missions
• New Feature: Inbox
• Game Tips Update
• Missions Update: Control Points Missions
Update 11.5
Live Ops: Summer Vice
August 2022
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
• A/B Tests
• Weapons Product Updates
• Game EndS Spin Product Updates
• Battle Pass UX Design Update
• Main Menu UX Design Update
• Clan Perks Game Design & UX Design
• Clan Updates Game Design & UX Design
Update 11.45
June 2022
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
• A/B Tests
• No Ads Offers Monetization
• Daily Growth Offers Monetization
• Daily Supply Offers Monetization
• Subscription Product Update
Update 11.4
Live Ops: Springtide
May 2022
• Live Ops Event Plan
• Live Ops Offers Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
• A/B Tests
Update 11.3
April 2022
• Daily Rewards Product Update for Long Term Retention
• New Tactical Consumables Product Details and UX Design
• Game Economy Updates with new Offers and Live Ops Offers
Update 11.1
Live Ops: New Year 2021
December 2021
• Live Ops Event Plan
• Live Ops Offers for Monetization
• New weapons, consumables and cosmetics Game & Product Design
• Battle Pass (Arms Race) Product, Game and Economy Design
Update 11.0
November 2021
• Clan System Game Design and UX Design
Update 10.9
Live Ops: Halloween 2021
October 2021
• Live Ops Offers for Monetization
• New weapons, consumables and cosmetics Product Design
• Battle Pass (Arms Race) Product Details and Economy Design
Update 10.8
October 2021
• League System Game Design and UX Design
• Profile UX Design
• Weapon Cosmetics Product Updates
• Leaderboard UX Design
• Settings UX Design
• Global Chat UX Design
Update 10.7
August 2021
My very first major update. During this process, I worked as the following roles:
Product Manager, Game Designer, UX Designer, Researcher, Analyst, and Tester.
The features I worked on in the 10.7 update were:
• Daily Rewards: UX Redesign & Product Update
• Consumables: Game Design, UX Redesign
• Arsenal Item Inspect: UX Design
• Game Modes: UX Redesign
• Card Game: UX Redesign
• Item Stats: Game & UX Design
• Arsenal Skins Screen: UX Redesign
• Game Search & Game Loading: UX Redesign & Product Update
• Game Tips: Redesign
• Lobby, Squad & Private Room: UX Redesign
• Lobby Tutorial: UX Redesign
• Friends System: Product Design
• Friend Invite System: Product Design
• Referral System: Game & UX Design
Start
March 2021
In March 2021, I started working as a Product Manager on the game Critical Strike at Vertigo Games, joining a small team of 5 members.


















