
Riot Games × AYMI
Tournament views across the season — with monetization keeping pace.
A tournament marketing engine that treats the spectator audience as a commercial system, not a hype machine.
- Merchandise revenue
- +340%
- Engagement (vs. prior season)
- 5.2×
- Sponsor pass-through
- +72%
- Watch-time / viewer
- +48%
The brief beneath the brief.
Riot's tournament audience was huge, loyal, and underexploited commercially. Spectators were watching for hours but converting at low rates into merchandise, sponsor activation, and community participation.
The brief was to keep the energy and add a real commercial layer — without making the audience feel the seams.
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
Spectator cohort modeling — hardcore competitive, casual fans, cross-title crossover, region-specific. Each with distinct purchase patterns.
- Step 02Strategy
Merch drop calendar synced to narrative tournament beats. Sponsor placements re-architected from interruption to integration.
- Step 03Creative
Cohort-tuned content: deep-strategy editorial for hardcore, player-personality content for casual, regional crossover for crossover audience.
- Step 04Launch
Multi-platform rollout across Twitch, YouTube, and proprietary streaming layers. Merch drops timed to match cohort attention peaks.
- Step 05Optimize
Weekly engagement-tier reviews. Drop timing recalibrated mid-season once first-month conversion patterns established baseline.
What the numbers carried.
Tournament views ran 800% above the prior season; engagement (defined as paid view-through + active commenting) hit 5.2× the previous baseline. Merchandise revenue climbed 340% as drop timing matched audience attention. Sponsor pass-through lifted 72% with integrated placements outperforming interruptive formats. Watch-time per viewer rose 48%.
The crowd showed up bigger, stayed longer, and bought more — without anyone clocking the commercial layer underneath.
Related work
All work →
GamingEpic Games
+1,600% — Rebuilding UA + monetization as a single system — moving the meter on in-game purchases, not just installs.
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.
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.