Concept Interactive brought Arcaid to market as a game that needed sustained wishlist and install momentum. A single trailer spike is not a launch.
Launch week is loud. Week two is where most games go quiet. Arcaid needed qualified clipper Shorts and Reels after the trailer, through one studio approval thread, with wishlists as the pre-launch KPI.
The issue
Game launches often peak at announcement, then fade without ongoing creator volume.
Wishlist attribution was unclear when creators posted outside a tracked program. The studio needed one workflow for briefs, approvals, and payouts. The cost of a one-week burst is a Steam page that goes quiet after the trailer.
Without a qualified clip standard, Concept Interactive could not tell which Shorts actually moved wishlists. Without one approval thread, the studio could not ship volume after launch week.
What we did
Clipper briefs highlighted gameplay hooks and wishlist CTAs with brand-safe guardrails.
Concept Interactive approved clips in one thread. Payouts hit on qualified live posts. Wishlists and installs were tracked per creator cohort to scale winning angles.
Shorts and Reels ran as the distribution. The studio stayed in control. Treasury paid after approval, not on a trailer-week hope.
Wishlists after launch week, not just a trailer spike.
Qualified clipper Shorts and Reels ran through one Concept Interactive approval thread. The studio saw the clip before treasury paid.
Wishlists were the pre-launch KPI. Installs were tracked per creator cohort so winning angles got more volume after week one.
Arcaid kept momentum after launch week with qualified clipper volume, studio approvals, and installs tied to posts that actually shipped.
Arcaid kept momentum after launch week with qualified clipper volume, studio approvals, and installs tied to posts that actually shipped.


