Launch planning, player acquisition, retention and offer design, with the measurement underneath that tells you which of them is working.
I work with mobile and Web3 game studios on the commercial system around the game: how players arrive, what they do next, what they pay for, and whether anyone can tell which decision produced which result.
A game studio rarely has a marketing problem in isolation. It has an acquisition number nobody trusts, a retention curve nobody owns, and a monetisation plan written separately from both. Everything is being measured, and nothing adds up into a decision. The hard part is not running the campaign. It is knowing what a retained player costs you and whether the next pound is better spent on acquiring one or keeping one.
A game with a token is two economies that have to agree with each other. Launch sequencing, liquidity and unlock design, exchange relationships and the uncomfortable question of what the token is actually for in the game loop. I have run that end to end, including through a live security event. It is a different job from marketing the game, and pretending otherwise is how both get done badly.
Owners Club / Invincible GG
Fractional CMO end to end for a Web3 game and its token: CEX and DEX launch, live ops, app-store growth, IAP monetisation, and a recovery from a live security event. See the case study →
Booh Brawlers
The move to mobile, community growth, and acquisition and monetisation planning for a Solana-based game. See the case study →
Fractional CMO → · Community Growth → · Tokenomics & Launch →
The clearest way to see how I work is to read one. The first teardown pulls apart what Scopely actually built underneath the MONOPOLY GO! webstore, and why copying the checkout leaves the system behind.
Start with the scorecard if you want to know where you stand before we speak. It is free, it takes five minutes, and it means I have read where you are leaking before the call.
The first twenty minutes are free and always will be. That is how we both work out whether this is a fit.
If it is, the usual next step is the Growth Diagnostic: a structured read of your acquisition, offer design and lifecycle system, ending in a written analysis and a plan with the moves in the order I would make them. From there it is shaped around the problem, whether that is a single launch, a raise, or an ongoing fractional role.
| Agency | Full-time hire | Fractional | |
|---|---|---|---|
| Owns the outcome | Sometimes | Yes | Yes |
| Time to useful | Weeks | Months, plus notice | Days |
| Has launched a game before | Varies by team assigned | Depends who you can attract | Yes, that is the point |
| Cost shape | Monthly retainer plus media | Salary, equity, notice period | Share of a week |
| Best when | You know the plan and need delivery | You need this owned for years | You need the decision made right, now |
Where it is, what stage, and the decision you are trying to make. Twenty minutes is usually enough to work out whether I am useful to you.