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Product Owner (In-Game Store)

Description

Renderer Studios is a full-cycle game art outsourcing and co-development company with a global production network and a European commercial base. We partner with developers and publishers worldwide to bring ambitious projects to life — from art production and technical art to full co-development.

We are looking for a Product Owner who will run the in-game store of a AAA live-service game as their product: the release calendar, the item mix, seasonal events, battle-pass content, and the storefront itself.

You will be the single accountable owner of the store and the client-facing voice of the operation — a key stakeholder role, not a backlog-administrator seat. Nobody else decides what ships, when, and why; you do, and you can defend every slot on the calendar.

For which tasks (responsibilities)?
  • Own the release calendar and item mix per month and season — what goes on sale, when, at what position, and with what supporting event or promotion

  • Set KPI targets and supply forecast input — sell-through per category, crate and bundle performance, pass conversion, event engagement — and close the telemetry loop into the next quarter's calendar

  • Hold final prioritization over everything the pipeline produces; the answer to "why this item, this month" is always yours

  • Chair the cross-discipline cadence — design, art, engineering, analytics — that turns a quarterly plan into monthly live drops, seasonal events, and battle-pass seasons

  • Act as the client's single counterpart: present plans and results, take pricing and IP guidance, and translate publisher strategy into an executable roadmap

  • Work with the Monetization Designer on offer architecture — bundles, crates, pass reward pacing, pricing recommendations, and currency balance input

  • Own the store's commercial narrative in reporting — performance per item, category, crate, and pass season, with honest reads and clear next actions

What is important for us in a person?
  • AAA experience. You have owned or product-managed live content, live operations, or an in-game store on AAA titles

  • Live-service fluency: you have run a content calendar under a fixed cadence and understand what patch trains, cert windows, and approval loops do to a plan

  • Analytical command — comfortable setting KPI targets, reading telemetry and sell-through dashboards, and letting data reshape the next quarter

  • Proven cross-discipline leadership: you can chair a room of designers, artists, engineers, and analysts and leave with decisions, not action items

  • Excellent client-facing communication in English (Fluency) — this is the seat the publisher talks to

  • A stakeholder mindset: comfortable owning decisions, presenting to leadership and external partners, and being accountable for outcomes

Nice to Have

  • Monetization experience — offer design, virtual-currency economies, crate mechanics and their regulatory posture, or battle-pass economics (strong plus)

  • Webshop experience — running or launching a web-based store, D2C storefront, or platform-external commerce alongside an in-game store (strong plus)

  • MMO or live-service store background; familiarity with cosmetic-driven monetization models

  • Experience working with publisher BI/data-science teams and first-party data access

Why do we enjoy working here?
  • Full product ownership of the in-game store of a AAA live-service title

  • The apex seat of the operation — direct influence on the calendar, the roadmap, and the client relationship

  • Fully remote work with a flexible schedule and an international team

  • Competitive compensation, negotiable based on experience

  • Minimum bureaucracy and a great working environment

The selection process

Apply with your CV and a short note on a live-content calendar or store you have owned and what its numbers did under your watch.

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