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Project 04 · Game

Summoned Guardians

Pre-launch marketing built as a product validation mechanism.

  • Strategy
  • Marketing
  • Validation
Genre:
Collectible Strategy
Scope:
Pre-launch Strategy · Audience Research · Investor Evidence
Development Time:
2 phases
Team Size:
4
Tools:
Figma · Notion · Meta Ads · Google Analytics

PlaceholderSummoned Guardians — key art16:10

Project Resume

Project resume

01

Overview

Pre-launch marketing built as a product validation mechanism.

  • Platform Mobile
  • Team Size 4
  • Duration 2 phases
  • Engine Unity

My Role

Marketing & Product Strategy

  • Product Strategy
  • Audience Research
  • Validation
Full responsibilities
Read chapter 01
02

Problem 1

PlaceholderProblem 116:10

Pre-launch marketing was treated as a launch task, so it produced no information the team could act on.

  • Audience response became design input instead of a launch-week metric
  • Investor conversations moved from opinion to measured interest
Read chapter 02

Media

The work, up close

Project gallery · 1

PlaceholderSummoned Guardians — key art16:10

Summoned Guardians — key art

Pre-launch marketing as product validation.

Roles

Roles & Responsibilities

What I did

  • Structured a two-phase pre-launch strategy: planning, then continuous execution
  • Ran audience research, interest validation and pre-registration
  • Built the landing page, social presence and branding direction
  • Ran paid traffic and creative tests to learn which promise the audience responded to
  • Turned audience analysis into a data presentation for investors

Full Case Study

3 chapters

Overview

Problem 1

Problem

Marketing as Validation

Problem

Pre-launch marketing was treated as a launch task, so it produced no information the team could act on.

Cause

Campaigns were designed to collect signups rather than to test which promise the audience actually wanted.

Solution

Reframed the campaign as an experiment. Each creative tested a different product promise, and the winning promise fed back into scope decisions before production committed to them.

Result

  • Audience response became design input instead of a launch-week metric
  • Investor conversations moved from opinion to measured interest

Results & Learnings

Learnings

Takeaways

Marketing is the cheapest playtest available before a game exists. Asking strangers which promise they want is faster than building two versions of it.

Evidence changes the conversation. Once interest was measured, decisions about scope stopped being a matter of taste.

“Games are a way to turn ideas into feelings.”— Unir Reis

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