Growth Gems experts

Ava Savitsky

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7 insights on Creatives and Paid UA from 2 talks and podcasts, each with the quote and a link to the moment it was said.

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Creatives

Creatives

Soft launch is not the time to get widely experimental with creatives yet, but you do want to test various unique concepts: at least 3 videos and a few statics. Since the creatives are used in multiple countries, you don’t want text-heavy concepts that rely on English fluency.

Cracking Games Growth: Revealing the Upptic Playbook at 17:50 · Featured in Growth Gems #104

Sylvain's take:


Data

Creatives

During the soft launch phase, the creative team produces the first UA creatives and starts getting some data back. They usually go with creatives that have a wide appeal and focus on the game's key moments. You start building your brand and work toward consistency, but it is also an important time to stay flexible and open-minded based on the data coming in.

Cracking Games Growth: Revealing the Upptic Playbook at 17:08 · Featured in Growth Gems #104

Creatives

This development stage is a great time to build all the creatives you will need for a soft launch and any “coming soon” assets (hype trailer, pre-reg landing page, community building assets or announcements, etc.). It’s OK if you don’t have a lot of assets yet, you need to focus on the most exciting ones and the key moments in the gameplay.

Cracking Games Growth: Revealing the Upptic Playbook at 6:26 · Featured in Growth Gems #104

Sylvain's take:

Here are some examples of hype videos used before the games were ready:

Ava also said that if you’re really light on assets and you’ve launched projects in the past, you can always name-drop by using copy like “from the makers of”.

Creatives

Before you go to market, test any core gameplay loops and other features that are still in development or that you’re considering developing: A/B test their viability via creatives before you go to market to see what resonates with your audience. You can save a lot of time and development cycles.

Cracking Games Growth: Revealing the Upptic Playbook at 7:15 · Featured in Growth Gems #104

Creatives

Divide your creative production cycles with a 60/40 split:

  • 60% on iterations (new variables, get granular on characters to show, best end cards, CTAs, etc.)

  • 40% on new concepts to find creative breakout winners (give designers a lot of freedom)

Cracking Games Growth: Revealing the Upptic Playbook at 24:20 · Featured in Growth Gems #104

Sylvain's take:

I’ve typically seen people mention 80% of iterations and 20% of new concepts. I’m just speculating, but the change here might be due to the restrictions brought by privacy policies and the fact that it’s harder to understand the impact of smaller creative iterations.