Marketing

Attention is built, not bought.

We run campaigns the way we run everything else: the system comes first, the posts come second. Chapters, mechanics and assets that give people a reason to keep showing up.

Get in touch
Chapter one interactive comic
Chapter two engine-animated
Giveaway mechanic pre-launch
Tribe games community
Launch day sold out
The premise

A campaign is only as good as what is behind it.

Most launch marketing is posts about a thing that does not exist yet. Ours is the opposite: we build the chapters, the comics, the mechanics and the assets first, and then the content is simply a window onto something real.

One of our own giveaways put a few hundred free items into the world weeks before launch. They were trading hands between collectors before the product itself existed. That is not something a media plan can buy.

Reach

Campaigns that travelled.

Millions of views and hundreds of thousands of impressions, carried by complete content systems rather than a posting schedule. The Alpha trailer alone pulled an audience the project kept for a year.

Operation Banana campaign key art
Operation Banana HOOPAS campaign
HOOPAS — Chapter Two campaign film

Chapters, comics, key art and films are produced before a single post goes out. That is the part a media plan cannot buy, and the reason the content has somewhere to point.

Content first, paid second

Owned and organic carry the launch. Paid comes in behind content that already moved on its own, which is the only time the spend is honest.

Every phase unlocks the next

A chapter that ends is a chapter nobody returns to. Each release leaves something open, and the audience comes back for the answer.

Where it runs

Five channels, one story.

The same campaign, cut for the place it lands, rather than five campaigns fighting each other.

X

Where a project either has a community or is pretending to. Threads, quests, replies, and being present at three in the morning.

Instagram

The world as a feed. Character art, cuts from the animation, and the parts of the story that work as a single frame.

YouTube

Trailers and long-form chapters, for the people who want the whole thing rather than a clip.

LinkedIn

The company side. Hiring, the way we build, and the stories behind the work.

Search

Technical SEO and content that keeps working after the campaign stops. The slow channel that nobody wants to fund and everybody wants later.

Free items trading hands, weeks before the product existed.

What we run

Built to be played, not just seen.

The people who write the story are the people who run the campaign.

Campaign architecture

The whole arc: what comes out when, what it unlocks, and what the audience has to do to get it.

Content systems

Chapters, comics, cuts and posts produced against a calendar instead of invented on the day.

Community mechanics

Quests, tribes, giveaways and the rules that turn an audience into participants.

Owned and organic first

Content and community carry the launch. Paid amplifies what is already working.

Paid amplification

When it is worth it: creatives, targeting, and a number that has to come back.

SEO and evergreen

The channel that pays after the drop, and the one most projects skip.

How it runs

Four phases, in that order.

  1. 01

    Build the backend first

    Before a single post, we build the thing the campaign is about: the chapters, the mechanics, the assets. There is nothing to market otherwise.

  2. 02

    Release in chapters

    The story comes out in phases, each one ending somewhere that makes people want the next. This is the part that most launches skip.

  3. 03

    Give the audience a job

    Quests, tribes, giveaways. People who did something for a project defend it later. People who watched it do not.

  4. 04

    Amplify what already moved

    Paid comes last and only behind content that earned attention on its own. Otherwise it is just rent.

The next world is already in production.