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
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.