mo.co — Launching a game (twice) & LiveOps Support 
A launch is a wall of marketing that has to hit all at once — every piece on-brand, localized, and live on the day. I produced the marketing creative for both of mo.co's launches at Supercell: the original launch in March 2025 and the neo relaunch in May 2026.
Across the two, I took the creative from brief to delivery — trailers, key art, social videos, App Store assets and store copy, and localization — coordinating 8+ external partners and artists in parallel against a hard launch date, and keeping every asset consistent as the volume peaked. For the most recent launch alone, that came to [50+] assets shipped across marketing, UA, store and in-game.
My role was to hold the whole slate together: owning briefs, schedules and feedback across studios like On It, Waste, Afallon Studios, Passion Pictures, CRCR, BitEgg and Chronograph, and making sure the brand stayed unmistakably mo.co from the first teaser to the store page.
Partners: On It · Waste · Afallon · Passion Pictures · CRCR · BitEgg · Chronograph — and more
Produced: trailers · key art · social videos & stills · App Store assets & copy · localization · splash screens · UI assets 
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