Matt Tice
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Lucky Day

Transforming a sweepstakes app into a multi-title game studio

Role
Head of Product
Years
2019–2021
Tags
games · liveops · monetization

Led product strategy, original game design, LiveOps, monetization, and the evolution of Lucky Day into a multi-title game studio.

Lucky Day

When I became Head of Product, Lucky Day was known for a single prize-based sweepstakes game. We believed it could become something much bigger.

Over the next two years, I led the product strategy that transformed Lucky Day into a multi-title game studio, building original games, expanding the business beyond advertising, and creating the product organization and live-service systems needed to support a growing portfolio.

For me, this wasn't about shipping features. It was about proving that a company built around one successful game could become a studio capable of repeatedly inventing and operating new ones.

What I Built

A Multi-Game Studio

I led the design and launch of three original mobile games from concept through LiveOps:

  • Lucky Night
  • Lucky Day Blackjack Royale
  • Dice Kings

Each game introduced new mechanics, progression systems, and player motivations while contributing to a broader platform strategy. All three reached more than one million downloads within their first three months.

Alongside the new titles, I also redesigned the original Lucky Day experience, modernizing progression, rewards, and long-term player engagement.

Original Game Design

Each game presented a different design challenge.

Lucky Day Blackjack Royale reimagined blackjack as a prize-based mobile experience, combining familiar card play with progression systems, tournaments, rewards, and long-term retention.

Lucky Night expanded the product into an entirely new style of experience, proving the company could succeed beyond its original formula.

Dice Kings introduced a fresh reward structure built around dice mechanics, progression, and LiveOps, further broadening the platform's appeal.

Designing these games from first principles—and then learning from millions of real players after launch—remains one of the most rewarding experiences of my career.

Product Leadership

Built and led the product organization, establishing product strategy, roadmaps, experimentation, and cross-functional processes across design, engineering, analytics, and marketing.

Created a live-service product culture where launching a game was the beginning of development, not the end.

LiveOps, Progression & Economy

Designed the systems that connected all of the games into long-term player experiences.

This included onboarding, progression, LiveOps events, challenges, tournaments, segmentation, lifecycle messaging, experimentation, reward systems, and player economies.

I also introduced virtual currency, in-app purchases, and subscriptions, evolving Lucky Day from an advertising-only business into a hybrid monetization platform.

One feature I'm particularly proud of was a collectible gift card puzzle system that transformed rewards into a long-term collection experience, increasing Day 30 retention by approximately 15%.

Outcomes

  • Transformed Lucky Day from a single-game product into a multi-title mobile game studio.
  • Conceived, designed, and launched Lucky Night, Lucky Day Blackjack Royale, and Dice Kings, each surpassing one million downloads within three months.
  • Redesigned the original Lucky Day experience.
  • Introduced virtual currency, in-app purchases, and subscriptions, creating entirely new revenue streams and contributing to approximately 50% revenue growth.
  • Built the product organization and established the LiveOps, experimentation, and product development practices that supported continuous game development.

Why This Matters To Me

Lucky Day was where I learned what it means to build games—not just products.

Creating original mechanics, balancing economies, designing progression, operating LiveOps, and watching millions of players interact with systems we'd imagined taught me lessons that have shaped every product I've built since.

Looking back, I'm proudest that we didn't simply make one successful game better. We proved that the company could invent entirely new experiences, launch them at scale, and continuously evolve them long after release.