Marketing and user acquisition

At Game Garden I ran the marketing myself, from niche to traffic.

Three brass mixing faders on a dark panel

Doubled: ad campaign efficiency after we reworked the creatives.

Strategy, media buying, analytics

Role
CMO of a mobile studio
Next to it
ASO, monetization, niche selection

How the CTR formula was built

Budget rolls out in stages

Google Ads, AppLovin, Meta and other sources, plus ASO.

  • SourceA plan first: which sources we go to and in what order.
  • Budget testEach source gets a test budget before it gets more.
  • ScaleCashflow stays positive while we scale.
  • OptimizeMoney moves to whatever works best right now.

What I owned

  • The whole marketing strategy of a game, from positioning to media buying.
  • The marketing department: built it from scratch and led it.
  • Analytics: payback, traffic quality, staged source rollout.
  • Built the monetization: in-app purchases plus ads through AppLovin MAX mediation, soft launch economics, payback models.
  • I pick a niche by data: search demand against competition difficulty. That is how we decided between a fashion game and a cooking game.

A mobile game lives in short sessions and one hand.

Marketing has to promise exactly what the player gets in those fifteen minutes. I ran both marketing and production, so the ads promised what the player then found in the game.