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3 Things Every Product Marketer Should Know: An Artist’s Perspective

Elisa Sassi • Oct 29, 2021

3 Things Every Product Marketer Should Know: An Artist’s Perspective

Elisa Sassi • Oct 29, 2021

You’ve got a great product that’s solidly built, plays well, and looks fantastic. Now it’s time to get more people playing it. 

You need to work with a creative production team to create an attention-grabbing ad, but how to get the most out of this collaboration?

Nail the Briefing 

Enough with the one-liners. The vaguer the briefing, the more you will have to deal with follow-up questions and send work back for correction.



Imagine you’re ordering in a restaurant. Saying “I’d like something Italian” probably isn’t going to get you the meal you’re picturing in your head. You need to be clear about each dish that you want. And if you’re unsure, you can always ask the waiter (or, y’know, your creative team) what options you have.


A good briefing contains strong references (to previous work or a similar result you’re looking to achieve), technical specs (format, size, duration), CTAs (or at least drafts of them) and links to assets.


Put yourself in the artist’s shoes: assuming they don’t know as much about the project as you do, would the briefing be clear enough to build a picture of what you want and how to achieve it? 

Know Your Assets

A design project is only as good as the assets it’s built from. Having good material to work with will save everyone time and effort. But what is good material? In essence: source files.



The most common source files include layered PSDs, vector and video packages (which should contain images, footage and audio files). No one expects you to check the quality of each of these, but having them ready is a great start. As for JPGs and PNGs, the higher the resolution, the better. 


If none of these are available and all you have is a pair of crappy low-res icons, share them anyway but be sure to set your own expectations accordingly. Above all, be prepared to work with the creative team to think of solutions rather than ask for unachievable tasks. 

Give Feedback With Love

Chances are, if you nailed the items above, you’ll only need to give feedback once. To make sure that’s the case, be clear and objective. Refrain from giving your personal opinion or being overly subjective. Remember: the project is not about you or the creative team but rather the product itself, so stay focused on the goal of the ad. And above all, be kind.


Here are some real-world examples of unhelpful feedback and how it could have been better expressed.

Unhelpful Feedback How it Could Have Been Better Expressed
“I hate it!” “Could we try a different idea I have in mind?” *describes idea*
“This photo is horrendous. There has to be something better.” “Replace the photo with this one [pre-approved by the client].”
“OMG, that’s so ugly.” “Can we try a version that’s more like this [reference]?”
“Yellow doesn’t work here.” “Let’s try the dark blue from the logo.”
“The background music is so annoying.” “How about we use something more upbeat for the BG music? Here’s a link to a sound library we subscribe to.”

Fun, Creative, and Rewarding

Ultimately, working with a creative production team should be one of the most fun, creative parts of the job and an opportunity to see and present the product in an exciting new way. 


If you come prepared with clear instructions, plentiful quality assets and a positive, constructive attitude, then you’ll be rewarded with eye-catching ads, a new perspective on your product, and a queue of artists wanting to work with you.

By Dave Rohrl 08 May, 2024
GDC is a highlight of my year each and every year. 2024 was the 30th year I’ve attended, and 23rd consecutive year that I’ve lectured at GDC. Every year, it feels more and more like the world’s biggest class reunion, where I get to see and spend time with the remarkable folks I’ve made games with, learned from, worked alongside, or otherwise connected with over 3 decades in the videogames industry. This year was no exception; I got the chance to once again connect with a variety of friends - old and new - at a variety of points in their careers and from all over the industry. 2024 was a notable GDC in a number of ways. After years of canceled conferences and arduous entry requirements stemming from Covid-19, the conference finally felt like it was all the way back, with more than 30,000 attendees and a bustling expo floor. On the other hand, the industry itself didn’t feel nearly all the way back at GDC. Best estimates are that the game industry shed around 10,000 jobs last year and layoffs have continued at a brisk pace in early 2024. In my large social circle, there are always some people who are looking for a new role, but this year there were far more people in that situation, and with more urgency. And they came from across all sectors of the industry - console, PC, mobile, and more. But despite the challenges facing the industry - and especially those facing mobile gaming companies - we saw a lot of encouraging signs. The game industry remains vibrant, dynamic, and ever changing. There were a lot of companies in the mobile game space looking for expert help to get their projects on track. This isn’t the first conference in 2024 where we’ve connected with new and exciting teams, and we look forward to working with them on their projects. I was surprised and pleased to meet a large number of developers from emerging markets ranging from Brazil to Vietnam who have had success making ad-monetized hypercasual games and are looking to play for higher stakes by making deeper, more sophisticated games with hybrid monetization and better retention. We are excited to help these studios achieve their goals, and think the ecosystem as a whole will benefit from the new and exciting ideas these teams from around the world will bring to bear. I also spoke to a variety of PC developers who have seen their audiences shift from expecting a one-time release to demanding a living, breathing game that is receiving constant attention from the development team. Although not every lesson from mobile games will be relevant in the realm of PC gaming many of them will, and we look forward to helping these developers expand into the exciting world of games as a service. I also saw some intriguing new types of game emerging (and re-emerging). There was far more talk about HTML5 games on the web than I’ve ever seen before, and blockchain gaming seems to be having another moment, ushering in a wave of far smarter, subtler implementations of web3 in games. I expect to see compelling (and very different) developments in both of these markets in the near future. So looking back, GDC 2024 was great. This is in part because GDC is always great - the best place in industry to learn, connect, and grow. And in part because although there are many challenges facing the game industry in general and mobile games in particular, there are still tons of exciting new developments out there, and the Mobile Game Doctor team and I couldn’t be more excited to be part of them.
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