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Product OwnershipGamingUser EngagementRetention

Cyclegent/GameSports — Virtual Cycling Game Product (0 to 1)

  • Served as Product Owner for Cyclegent / GameSports — a virtual cycling game startup — owning the full product roadmap from initial concept through to live feature delivery.
  • The product combined real-world cycling input (cadence, power, speed) with a gamified virtual racing environment.
  • Led the design of core engagement systems: achievement loops, progression mechanics, competitive features, and social layers.
  • Built the analytics framework to track player behaviour.

The Challenge

  • Early retention was critically low (3%) — users engaged with the product on day one but did not return.
  • The target user (amateur cyclist) had well-developed alternatives (Zwift, Rouvy, TrainerRoad) — differentiation required identifying underserved user needs.
  • As a startup, engineering capacity was limited — every roadmap decision required explicit prioritisation trade-offs.

The Approach

  • Conducted player interviews and session replay analysis to diagnose the retention drop-off.
  • Designed a structured achievement system: short-term (session-level badges), medium-term (weekly challenge completions), and long-term (seasonal leaderboards and ranking tiers).
  • Implemented a ghost rider competitive mechanic — letting users race against their personal best or friends past sessions.
  • Redesigned the onboarding flow to surface the progression system within the first session.
  • Built a lightweight analytics dashboard tracking D1/D7/D30 retention, session frequency, achievement unlock rates.

Results

D7 retention improved from 3% to 18% — a 6x improvement following progression loop redesign and onboarding revamp.
Average session frequency increased post-achievement system launch.
Achievement unlock rate validated the engagement loop design.

Tech Stack

Amplitude/MixpanelSQLFigmaJiraSession replay toolsUnityExcel

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