Preparing a Game for a Creator Campaign: Assets, Keys and Store Links
Campaigns rarely fail because the rate was too low. They fail because a creator opened the campaign, could not work out how to actually make something, and moved on to the next one.
A creator browsing campaigns is making a quick judgement about effort and risk. Can I get into this game today? Is there footage I can use? Do I know what is being asked? Every unanswered question is a reason to pick a different campaign, and the work of removing those questions is almost entirely front loaded.
Access is the first hurdle
The single biggest predictor of participation is whether a creator can start today. Options, roughly in order of how well they work:
- Keys, in enough quantity. If your campaign wants twenty creators, twenty keys is not enough, because some will be claimed by people who never post. Over provision.
- A public demo or free build. Removes the problem entirely and is often the strongest option for a wishlist push.
- Supplied footage only. Workable for announcements and trailer reaction content, but it narrows who can take part and what they can make.
Whichever you choose, say so clearly in the campaign. A creator should never have to ask how they are supposed to get into the game.
Give creators usable footage
Even when creators have a build, supplying footage raises the ceiling on what they can make. What is worth providing:
- A trailer, ideally without a hard branded outro, so it can be cut into.
- Clean gameplay capture without a HUD overlay or watermark where possible.
- Key art and logos at a usable resolution.
- Any music you are happy to have in videos, or a clear note about what is not cleared.
A shared cloud folder is the practical way to distribute all of this. On NIWO you paste that link into the campaign as your trailer and video assets, plus separate resource links, and creators taking part see them as copyable links on the campaign page. Anyone with the link can download the contents, so use a folder you are comfortable circulating.
Get the store link right
This sounds trivial and is regularly the weakest part of a campaign. Decide in advance:
- Which store creators should link to, and whether there is a region specific page.
- Whether you want tracking parameters on the link. If you do, supply the exact URL rather than asking creators to build one.
- Where the link goes: description, pinned comment, profile. Platforms differ in what is allowed and what actually gets clicked.
Write the campaign so it can be skimmed
Assume a creator reads the title, the rate, and roughly one paragraph before deciding. Front load the things that determine their decision: what the game is, what kind of content you want, how they get access, and what the rate is.
Detail that matters but does not drive the decision belongs in the guidelines, where it will be read by people who have already decided to take part.
Time it against your own calendar
Creators need lead time. A campaign that goes live three days before your launch will produce content after launch, because good videos take days to make. Working backwards from the beat you actually care about, and opening the campaign one to two weeks ahead of it, changes results substantially.
A checklist worth keeping. Access sorted and over provisioned. Footage folder linked. Store link decided, exact URL supplied. Game name written the way you want it. Restrictions listed by name. Campaign open with enough lead time to actually make something.
What NIWO handles from there
Once the campaign is live, creators on Douyin, Bilibili and Rednote can find it, join, and submit their content. Submissions come back for review with a link, a screenshot and a view count, and payouts are computed from the rate you set against verified views. The running a campaign documentation covers timing, keys and launch in more detail.
Run a campaign in China
Set a budget and a rate per thousand views. Creators on Douyin, Bilibili and Rednote make the content. You pay for the views that land.
Keep reading
How to Write Campaign Guidelines Creators Will Actually Follow
Campaign guidelines that get followed are short, specific and mostly about what must not happen. A practical structure for game studios briefing creators.
GuideWhat Creator Campaigns Cost: Understanding CPM for Game Marketing in China
How to think about cost per thousand views for game creator campaigns in China: what effective CPM includes, why flat fees hide it, and how to work out a rate for your own campaign.