Voodoo

Learning performance creative marketing

Produced 30 engaging video ads daily, resulting in high CVR.
Conducted A/B testing to optimize campaigns, resulting in a CPI reduction while effec- tively managing campaign budgets.
Worked on creative applications with developpers to improve ROI and game’s overall LTV.
Participated in brainstorm and competitive analysis to update team’s creative strategy.

Analyzed campaign’s KPI’s on ad networks and implemented high performing crea- tive strategies resulting in significant reduced CPI
Managed end to end game life cycle succesfully launching and maintaining games.

Duration:

2018 to 2022

Position:

Marketing Artist (2018 to 2021) - UGC Marketing Artist (2021 to 2022)

Project members:

2

Tools:

Creation: Adobe Creative Suite - Adobe After Effects,

Performance Tracking: Facebook Ads Manager, Tiktok Ads Manager, Adwords &

Applovin Dashboard

Project Organization: Notion

Volume is key

During the four years I spent as a Creatives Manager and Marketing Artist, I produced around 30 video ads a day. It was a fast, high-output environment that taught me a lot about efficiency without sacrificing quality.

I ran constant A/B tests to optimize campaigns and manage budgets, which helped drive down CPI significantly. I also worked closely with developers on creative applications that improved ROI and player lifetime value, and I was regularly part of brainstorms and competitive analysis that shaped our creative strategy as a team. Over time, I got hands-on with the full game lifecycle from launch through ongoing maintenance and learned to read KPIs across ad networks to build creative strategies that actually performed.

During the four years I spent as a Creatives Manager and Marketing Artist, I produced around 30 video ads a day. It was a fast, high-output environment that taught me a lot about efficiency without sacrificing quality.

I ran constant A/B tests to optimize campaigns and manage budgets, which helped drive down CPI significantly. I also worked closely with developers on creative applications that improved ROI and player lifetime value, and I was regularly part of brainstorms and competitive analysis that shaped our creative strategy as a team. Over time, I got hands-on with the full game lifecycle from launch through ongoing maintenance and learned to read KPIs across ad networks to build creative strategies that actually performed.

During the four years I spent as a Creatives Manager and Marketing Artist, I produced around 30 video ads a day. It was a fast, high-output environment that taught me a lot about efficiency without sacrificing quality.

I ran constant A/B tests to optimize campaigns and manage budgets, which helped drive down CPI significantly. I also worked closely with developers on creative applications that improved ROI and player lifetime value, and I was regularly part of brainstorms and competitive analysis that shaped our creative strategy as a team. Over time, I got hands-on with the full game lifecycle from launch through ongoing maintenance and learned to read KPIs across ad networks to build creative strategies that actually performed.

Shifting to UGC content

Working as an Influencer Marketing Artist, I focused on creating UGC content for running games. It was here that I really leaned into audio as a creative tool: I started implementing voice-over elements in ads, which ended up cutting CPI by 60% across both game launches and live titles.


My UGC work alone contributed to 28% of monthly spend, and I found myself writing scripts and briefs, then curating and mentoring a small roster of voice actors to bring them to life. I also tracked and reported on how sound, sfx, music, voice-overs actually moved the needle on performance.

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