
Epic Games × AYMI
In-game purchases lifted across the campaign window — driven by audience-cohort rebuild, not creative volume.
Rebuilding UA + monetization as a single system — moving the meter on in-game purchases, not just installs.
- Signups
- +520%
- Retention (D30)
- +78%
- Paid UA CPA
- -41%
- Player LTV
- 3.4×
The brief beneath the brief.
Epic came to AYMI with a unit-economics problem dressed up as a creative one. UA spend was efficient at the top of the funnel — installs were cheap and plentiful — but in-game monetization had plateaued. Players were arriving, sampling, and bouncing before the first purchase moment.
The internal team had iterated on creative for nine months. The problem wasn't creative quality; it was creative-to-cohort fit. We were brought in to rebuild the funnel from media-mix to in-game moment — not to make more ads.
The Method, applied.
Five movements: Discovery, Strategy, Creative, Launch, Optimize. Each one feeds the next; the loop closes on Optimize and starts again on Discovery.
- Step 01Discovery
Cohort analysis across 14 player segments; mapped purchase-trigger moments by playtime quartile to find the real conversion windows.
- Step 02Strategy
Re-architected spend allocation: pulled 35% out of broad UA, redirected to mid-funnel re-engagement and tutorial-completion remarketing.
- Step 03Creative
Built 60+ asset variants tied to four player archetypes; tested gameplay-cutdowns against UGC-style and character-driven angles.
- Step 04Launch
Rolled out across Meta, TikTok, programmatic, and in-app networks. Instrumented post-install events with deterministic IDs for clean cohort attribution.
- Step 05Optimize
Weekly cohort reviews; killed two archetypes by week three; doubled budget on the two that compounded. The cadence is still live.
What the numbers carried.
Inside the campaign window, in-game purchases lifted 1,600% — driven not by more players, but by better-matched players hitting the right monetization moments. Signups climbed 520% as the new creative system attracted higher-intent installs. D30 retention lifted 78%. CPA on paid UA dropped 41% even as spend scaled, because the cohorts we were buying were converting at materially higher rates.
Player LTV — the metric Epic cared about most — climbed 3.4×. The system has run continuously since launch, with Optimize cadence baked in as a weekly ritual.
Related work
All work →
GamingActivision Blizzard
+400% — A pre-order campaign that prized player quality over raw signups — and lifted pre-orders 400% with CPU cut by two-thirds.
GamingRiot Games
+800% — A tournament marketing engine that treats the spectator audience as a commercial system, not a hype machine.
GamingSquare Enix
+750% — A digital-first release model for a global IP — pre-sales up, digital downloads up, CAC down.
The work above ran on the same five movements as every AYMI engagement.
Launch growth systems for game publishers. The performance layer underneath your trailers, store pages, and creator coverage.