Renderer Studios

Product Owner (In-Game Store)

In short

This is a senior Product Owner role fully accountable for the in-game store of a AAA live-service game, covering the release calendar, item mix, seasonal events, battle-pass content, and the storefront itself. It's posted by Renderer Studios, a game art outsourcing and co-development company, and the role acts as the client-facing counterpart to the publisher. It demands AAA live-service experience, strong analytical command over KPIs and telemetry, and proven cross-discipline leadership chairing design, art, engineering, and analytics teams. The position is fully remote and full-time, requiring fluent, client-facing English.

Position
Product Owner (In-Game Store)
Company
Renderer Studios
Company website
https://www.rendererstudios.com
Seniority
Senior
Employment Type
Full time
Salary
Negotiable
Location
Remote
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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