03 · Competency

Marketing and user acquisition

I think like a product person and act like a marketer.
×2
ad campaign efficiency after the creative rework
Role
CMO of a mobile studio
Ownership
Strategy, media buying, analytics
Adjacent
ASO, monetization, niche selection
Sources and budget rollout
Google AdsAppLovinMetaASO
01Source
02Budget test
03Scale
04Optimize

What I own

  • The whole marketing strategy of a game, from positioning to media buying.
  • Building and leading the marketing team.
  • User acquisition across Google Ads, AppLovin, Meta and other sources, running large media budgets.
  • Analytics: payback, traffic quality, staged source rollout.
  • ASO and niche selection by search demand against competition difficulty.

What came out of it

  • Ad campaign efficiency doubled thanks to a reworked creative production.
  • Monetization built as a system: in-app purchases plus ad monetization on AppLovin MAX mediation, soft launch economics, payback modeling.
  • Marketing and production in the same hands removed the classic gap between what the ad promises and what the player finds inside.

Method

Niche selection is a data question: search demand against competition difficulty. That is how the fashion game versus cooking game question gets answered, and every next one after it.
Budget rolls out in stages: a plan and a priority order for sources, a budget that keeps cashflow positive during scaling, and moving spend to whatever source is working best at the moment.

A mobile game lives in short sessions and one hand. Marketing has to promise exactly what the player gets in those fifteen minutes.

UA strategyGoogle AdsAppLovinMetaASOMedia planningMarketing team