Elwin Chen

Elwin Chen Email and Phone Number

Senior Product Planner @ Cerbo AI
Elwin Chen's Location
Xuhui District, Shanghai, China, China
About Elwin Chen

Elwin Chen is a Senior Product Planner at Cerbo AI.

Elwin Chen's Current Company Details
Cerbo AI

Cerbo Ai

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Senior Product Planner
None
Website:
cerboai.com
Employees:
2
Elwin Chen Work Experience Details
  • Cerbo Ai
    Senior Product Planner
    Cerbo Ai
  • Cerbo Ai
    Senior Product Planner
    Cerbo Ai Mar 2024 - Present
    中国 上海市 浦东新区
    1.The company's products are developed from scratch, achieving the design and development from 0 to 1. Conduct business positioning, business model design, team building, write white papers, and assist in managing the marketing, sales, and operations departments.2.Collect requirements and design products. Multimodal use and interaction of large language models, built-in wallets, deployment of federated learning systems, on-chain user data, and quantification of user device contributions.3.Produce prototypes and requirement documents for the user end (webpage, APP) and back-end products. Hold requirement use case meetings with the R&D and testing departments. Cooperate with R&D for development, testing, and launching new features online. Conduct project management and control project progress. Organize cross-departmental product new feature introductions and trainings.4.Analyze embedded data, adjust functions and interactions according to the data, and formulate a functional iteration roadmap.5.Coordinate and formulate an operation plan to achieve user growth goals. Develop promotion plans for Twitter, Discord, and Telegram.6.Organize market research on competing products
  • 咚巴啦
    资深游戏策划
    咚巴啦 May 2023 - Nov 2023
    上海
    1.Responsible for core system expansion and implementation of core gameplay.2.Gameplay Design: Joint Simulation Battle, designed to expand the game's horizontal gameplay. Increase early-stage character demand and social interactions among players (one of the main reasons for player attrition after a certain retention period is "weakened social connections"). The gameplay allows for both single-player and multiplayer modes. In single-player, players deploy 6 characters (normally 5 characters), and in multiplayer (two-player teams), each player deploys 3 characters. Based on combat power (user stratification), players challenge various difficulty levels, increasing player experience by allowing core rewards to be selected. After adjustments, participation in this gameplay mode increased by 30%.3.System Design: Resonance System, addressing the high cost of character development in the early and mid-game stages and the low willingness of players to experiment with characters due to fear of making mistakes, which can lead to player attrition. The system assigns the same level and development progress to resonance characters based on the lowest development progress of the top 5 strongest characters in the game. The progress of development positions is tied to the progress in difficult dungeons, increasing players' goals for map progression. Additionally, one development position is linked to a monthly pass, enhancing the desirability and functionality of the monthly pass, helping the game to build both horizontal and vertical growth from the early stages.4.Summary of Achievements for "Air Fortress: Voyage": Highest monthly revenue of 8 million CNY, cumulative revenue of 600 million CNY.
  • 网易
    资深游戏策划
    网易 Jul 2022 - May 2023
    上海
    1.Responsible for the design and validation of item/character modules.2.Item & Character Design: Addressed the problem of the traditional War3Edit-like editor having overly simplistic parameter extraction and high operational costs. Traditionally, all parameters are displayed one-dimensionally, trying to cater to all users. However, I don't believe complete novices have the ability or perseverance to create games even with a very simple game editor; if they do, they aren't novices. Features like pivot tables, which are well-understood by actual users, can be employed for multidimensional parameter settings of items and characters. By categorizing operations into filter/row/column/value, this can significantly reduce the time required for setting up complex characters/items. I led the development of the pivot table functionality in the Clicli editor.3.Content Creation: Created a small-scale game "Endless Island Master" based on the Clicli editor. The game uses the traditional card game mode. After launch, early player retention (5 minutes/10 minutes/20 minutes) exceeded 90%/80%/65%.
  • 盛趣信息技术(上海)有限公司
    游戏策划
    盛趣信息技术(上海)有限公司 Mar 2022 - Jun 2022
    科荣大厦
    1.Responsible for confirming design concepts, planning, and development follow-up of system modules.2.System Design: Skin System. Based on the game's characteristics and commercialization direction, developed two major sections: character skins and the skin shop. Detailed the design across user stratification, distribution, acquisition, and recycling. Main features include trial play, skin themes, and skin vouchers.3.Gameplay Design: Server-wide PVE. Emphasizes high activity and low online duration. Focuses on understanding team composition and validating combat power. Each boss's changing skills require different team compositions. Enhances gameplay richness through perspective and scene packaging, and provides a variety of resources to ensure different stages of player experience with diverse challenge rewards.
  • 游族网络股份有限公司
    游戏策划
    游族网络股份有限公司 Mar 2021 - Feb 2022
    上海市 徐汇区
    1.Responsible for combat power feedback and validation (mainly focusing on these aspects for Youzu systems), including project/form building and achieving design goals.2.System Design: Development Module, focusing on combat power feedback (Wu Pavilion). Three-stage development system where players receive different combat power feedback at different stages (early stage with exponential value growth, followed by a linear decline in cost-effectiveness). This ensures players always have strong goals and a reasonable combat power feedback range. The second stage allows players to choose branches, and the final stage provides talent points and small paid items (to compensate for some development, with low cost-effectiveness, but the talent points obtained from certain developments can make up for this). The paid items increase the sense of purpose, offering players autonomy through development branches and talent points.3.Gameplay Design: Active PVP, focusing on combat power validation (Qinling Secret Treasury). Addresses the lack of goals for mid and low spenders, aiming for combat power validation without overwhelming advantages. Matches players with opponents of similar combat power and gameplay points. Points are earned regardless of victory or defeat (with a differentiated point system based on combat power/point coefficient, where challenging tougher opponents yields higher points). Winning streak rewards enhance the player experience after increasing combat power. Overall, the gameplay emphasizes activity (points are earned in both victory and defeat), and players at all levels can receive various rewards (inspired by the ELO matching mechanism).4.Responsible for designing various events, achieving design goals, functionality implementation, and launch.5.Summary of Achievements for "Junior Three Kingdoms": Highest monthly revenue of 200 million CNY, cumulative revenue of 6 billion CNY.
  • 傲世堂
    游戏策划
    傲世堂 May 2019 - Mar 2021
    中国 上海市 徐汇区
    1.Responsible for building system modules and extending them through the complete process from development to launch (transitioned to planning within the same company).2.System Design: Development Module (Spirit Beasts). Different spirit beasts have their own independent value systems, skill types, and bond conditions. Unified systems for star upgrading, leveling up, and equipment. This significantly increased both vertical development and horizontal choices for players. After launch, total consumption increased by 23%.3.Gameplay Design: Server-wide PVP (King's Practice Tournament). Introduced a new formation system where 5 heroes and 2 artifacts compete (previously 3 heroes and 1 artifact), expanding players' horizontal needs. Added winning streak rewards and losing streak protection mechanisms to enhance player experience. Implementation led to an 11% increase in online time and a 15% increase in revenue.4.Major Event Planning: National Participation Double Eleven Event. Regular players could synthesize high-level pieces for rewards by understanding the rules of piece synthesis and using free pieces provided by the system. Paying players could reduce synthesis restrictions and directly purchase pieces for synthesis. This event generated 6 million CNY in revenue.5.Summary of Achievements for "Calabash Brothers": Highest monthly revenue of 100 million CNY, cumulative revenue exceeding 3 billion CNY, and over 100 million character creations.
  • 傲世堂
    运营主管
    傲世堂 May 2017 - May 2019
    中国 上海市 黄浦区
    1.Game Monetization: Responsible for online and offline monetization activities. Renaming bundles, embedding point packages, and describing rules can significantly increase payment rates and LTV. For example, changing the bundle name from "Family Pack" to "Deluxe Double Package" with a "Special Offer" icon increased sales by 80%.2.Data Analysis: Responsible for various data analyses and optimizations. An increase in player retention is not necessarily due to a game update or improved user quality; if retention increases while payments decrease, it is more likely due to changes in advertising materials. Proficient in understanding the relationships between different data points and identifying issues.3.User Operations: Managed the Calabash Brothers section of the Aoshitang forum, achieving a daily active user count of 50,000. Over two years, cumulative activity increased by 63%.
  • 上海时光科技股份有限公司
    企划运营
    上海时光科技股份有限公司 Sep 2016 - May 2017
    中国 上海市 静安区
    1.Participated in Planning Proposals: Developed the timeline for the launch of "The Most Legendary" and participated in the creation of the full advertising campaign for its promotion.2.Channel Operations Coordination: Fully maintained keywords and resource positions in hardcore channels and led various coordination tasks before the launch.3.Channel Store Advertising: Gained over six months of experience in market placement for "The Most Legendary," providing a good understanding of market advertising strategies.

Elwin Chen Education Details

Frequently Asked Questions about Elwin Chen

What company does Elwin Chen work for?

Elwin Chen works for Cerbo Ai

What is Elwin Chen's role at the current company?

Elwin Chen's current role is Senior Product Planner.

What schools did Elwin Chen attend?

Elwin Chen attended 大阪国際大学.

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