Product Manager Intern

Clash of Clans

Get to know me

Helloo, my name is Liu, I am 23 and i was born in Spain.

My life philosophy is to do and bet on those things that make me happy. Attitude and consistency are the key to success, how are you not going to have those qualities if you do what you like?

In 2020 I started to get interested in the competitive side of Clash of Clans, laloon was not easy at all, at the beginning it didn’t work for me. I came to the conclusion that I needed to make more mistakes to have starting points from where to improve.
I applied that mindset in my life outside of video games and I started to get out of my comfort zone. I have always been shy, I remember asking my mom to go back home when the park got full of kids, who would say that the day would come when I would have the courage to get on a plane and go live alone for 3 months in Indonesia.

I like sports, I always played football although now I am more into the gym.
In my free time, I play Clash of Clans or try to develop some personal project, I am a creative person, I always have new things in my mind.

My favorite fruit is mango.

My Product Journey

I have worked as a Frontend Developer, UI/UX Designer, and Data Analyst, which has given me a strong understanding of how to build user-centered digital products.
Through these roles, I developed the ability to analyze user needs, translate them into effective solutions, and create intuitive experiences that foster engagement and trust.

I also co-founded two digital service startups, where I gained hands-on experience in product strategy, team collaboration, and decision-making. Although these ventures did not succeed, they were a valuable learning experience in prioritization, problem-solving, and working towards shared goals.

More recently, I have been working on personal AI-based project aimed at supporting teachers through a digital platform. In this project, I collaborate with a senior developer, leading product-related responsibilities such as user research, solution design, go-to-market strategy, and UX/UI design, while also contributing to frontend development.

I am particularly interested in Product Management roles where I can combine my technical background, user-focused mindset, and business perspective to build meaningful and impactful products.

Why me?

Game knowledge

I dont consider myself as a typical clash of clans player. I played the competitive mode, the farming mode and i even i am coaching new players, so i know what every type of player wants and needs.

Always asking why

I am also the kind of player who constantly asks “why”.
Why was a change made?
What problem is it trying to solve?

And when something doesn’t feel right, I naturally start thinking about possible solutions. It’s something I genuinely enjoy, not something I force myself to do.

Genuine motivation

I know saying that I would love to work on Clash of Clans might sound typical, but in my case it’s true. I care deeply about the game and I would approach this role with the goal of making it better every day for all types of players.

Game Ideas

In this section, I would like to share some ideas on how the game could be improved.

IMPORTANT: These thoughts are based on my perspective as a player and on my own analysis of the game systems.
I understand that, without access to internal data, some of these ideas may not fully align with the actual metrics or constraints. However, my intention is to demonstrate how I approach problems and think about potential solutions, which I would refine further using real data and insights.

Ore Economy

Ore Economy

Ore Economy

Ore Economy

Overview:

Right now, Ores have become one of the most valuable resources in the game due to their scarcity and because they are only used to upgrade hero abilities, which have a very high impact on attack strength.

Problems:

1. Limited Market

Ores are only used for upgrading hero abilities.
This creates indirect pressure on game design:

  • In order to encourage spending, new abilities need to be strong enough for players to want to max them.

  • Over time, this can lead to abilities becoming progressively stronger.

  • As a result, the meta can become too dependent on heroes, creating balance issues and progression inconsistencies (for example, lower Town Hall players competing with higher ones thanks to stronger heroes).

2. Recource Distribution Frustration

Players can accumulate large amounts of one type of Ore while lacking others, which blocks their progress and creates frustration.

3. Frustration from meta changes

Players tend to upgrade the abilities that are strongest in the current meta.
When the meta changes:

  • They are forced to start upgrading different abilities from low levels.

  • Their previous investment loses short-term value.

This creates a feeling of having to restart progress, which negatively affects motivation.

Opportunity

There is an opportunity to redesign the Ore system to:

  • Create a healthier and more sustainable game economy.

  • Reduce micro-frustrations related to progressio

  • Reduce the need to introduce very strong abilities as the main driver of monetization

  • Allow better control and long-term stability of the meta

Solution Directions

1. Expand the use of Ores (new sinks)

Introduce new uses for Ores in systems that represent “special” upgrades in the game, such as:

  • Defenses Supercharges

  • Crafting Station

The goal is not to add more progression, but to:

  • reduce the exclusive dependency on hero abilities

  • diversify the value of Ores

  • create clear reasons for players to engage with existing monetization systems, such as:

    • Gold Pass (better Ore management)

    • Event Pass (Ore farming rush)

2. Improve Progression Flexibility

Introduce systems that reduce the frustration caused by meta changes:

  • Ability Book: allows players to transfer levels between abilities, so progress does not lose value when the meta changes.

  • Ore Potion (Prospector): for a limited time or number of attacks, changes how farming works:

    • Troops act as “miners/prospectors”

    • Certain buildings have a chance to drop Ores when destroyed (for example, resource buildings, specific defenses, or the Town Hall)

This allows:

  • A more active way to farm Ores.

  • More control for players over their progression.

  • A balanced system thanks to time and usage limitations.

3. Perception and Accessibility Adjustments

If the use of Ores is expanded, it is important to manage player perception:

  • Making the Prospector more accessible (cost in gems) can help offset the feeling that Ores are becoming more required.

  • increase the value of the Gold Pass (ability books and 20% cost reduction for Ore upgrades) and the Event Pass (Ore potions)

The goal is to:

  • Reduce perceived friction.

  • Maintain a positive feeling of progression.

  • Better align the game economy with the player experience.

Working in Helsinki

Although I am currently based in Spain, relocating to Helsinki would not be an obstacle. As an EU citizen, I have the legal right to live and work in Finland, even for longer stays. I understand that for internships exceeding three months, a simple residence registration is required, and I am fully prepared to handle this process independently.

I have previously lived abroad on my own, including in Dublin and Indonesia, which has given me the ability to adapt quickly to new environments and cultures. I am confident managing the practical and personal aspects of relocation, and I am fully prepared to make this transition smoothly.

I am highly motivated to relocate and see this opportunity as an exciting step in my personal and professional development.