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by tomaskafka 2993 days ago
How about game balancing?

That's what I did in a game company, I for example plotted (time or matches) vs. experience + # of people who made it that far for all players and identified a choke point where a large part of players had a long interval with a little progress (and so they dropped off).

Designers need help, some of them are fluent with (big) data but most aren't - and you can be their partner :).