Most creatives don't hit
The question is how fast you find the ones that do

GRIND brings creative production backed by data, audience psychology, and years in the trenches. Every module adds a reason why the next creative costs less to find

9:415G • 100%
WAVE 07
● LIVE
HOOK
Can you survive 10s?
CR_8421 · PlayableIPM 12.4 ▲
FORMATS / GENRES —Static2D Motion3D MotionAI-UGCUGCPlayableHybrid-casualMid-core4X StrategyCasualMatch-3SurvivalPuzzleVehicle CombatRPGRoleplay
Selected studios — 80+ games shipped
Belka Games
Magic Tavern
Miniclip
Gaijin
Wargaming
Wildlife Studios
Voodoo
Nexters
Lion Studios
Belka Games
Magic Tavern
Miniclip
Gaijin
Wargaming
Wildlife Studios
Voodoo
Nexters
Lion Studios
/ About
George Tsomaev
Founder · GRIND

George Tsomaev

AppMagicAppMagic Ambassador
80+
Games shipped
6
Years in mobile UA
$50M/month
Ad spend influenced

Worked on 80+ titles with studios including Nexters, Zynga, Wargaming, Playrix, Tripledot, Big Huge Games, and Gaijin.

GRIND is what happens when that data meets a working creative pipeline.

Connect on LinkedIn
/ The problem

3 things an external creative team might get wrong

  • 01

    Volume without thinking

    Most pipelines optimise for output. 200 creatives a month, 3 winners - and the reason those three worked is a talented creative's gut feeling. The next month starts from the same gut

  • 02

    Briefs written in the dark

    New concepts get briefed off last quarter's top performer and the creative director's instinct. What's already saturated in the network, what the paying audience actually responds to - that stays invisible

  • 03

    Production before strategy

    The brief lands, the team executes. When creatives don't perform, the answer is usually more creatives. But if the hook or the audience model is off, production doesn't fix the thesis - it just continues it

/ How GRIND works

4 modules. Take one. Take all 4

MODULE 01

Performance gap report

You find out what's working, what's saturated, and what nobody's testing yet. Sometimes the answer isn't new creatives - it's the hidden signal your team already walked past

Start here
MODULE 02

Paying audience profile

You find out who actually pays in your game - and what makes them convert. Not personas. The real psychology behind the spend

Start here
MODULE 03

Creative strategy

Data and audience model become a ranked list of angles and hooks. Hand it to your team or to us

Start here
MODULE 042D/3D video, UGC, AI-UGC, playable ads

Production

Built on a validated brief. We make what the strategy calls for - nothing for the showreel

Start here
LIVE CREATIVE TEST · BATCH 042
Updated 2 min ago
Creative
Format
IPM
CPI
  • CR_8421
    Playable
    12.4
    $0.42
  • CR_8418
    UGC
    9.8
    $0.61
  • CR_8410
    AI-UGC
    7.1
    $0.88
  • CR_8403
    AI-Hook + Gameplay
    4.2
    $1.34
/ Results

Anonymised, because that's the deal

Genre and number. No logos, no spin. If you want references, ask on the call

Casual / Apps
+2,500% spend
$25K → $650K

Monthly ad spend after the creative pipeline stabilised. +2,500% spend over the engagement

Mid-core RTS
18 months
First winning creative in 18 months

The paying audience model surfaced an angle the internal team had dismissed as unlikely

Vehicle combat
1st test batch
New angles. First batch

Creative directions built directly off the paying audience analysis - strong signal from the first test cycle

/ Talk

30 minutes. No deck, no pitch - just talk through your creative setup