Covering the West and China: Running Creator Campaigns in Both
A global creator plan is really two plans that share a budget. Most of the creative thinking carries across. Almost none of the infrastructure does.
Studios planning a worldwide launch usually treat creator marketing as one line item and then discover, some way in, that it has to be executed twice. This is a practical look at where the split falls and what survives it.
The platform map
| Market | Where the audience is | Platforms serving it |
|---|---|---|
| North America and Europe | YouTube, Twitch, TikTok, Instagram Reels | Lurkit, creators.gg, Jestr and others |
| Mainland China | 抖音 Douyin, B站 Bilibili, 小红书 Rednote | NIWO |
The reason this is a hard split rather than a soft one is that the platforms do not overlap. TikTok and Douyin are separate products for separate markets, and a creator on one is not reachable through the other. There is no single account, no single campaign and no single set of creators that spans both.
What carries over
More than you might expect, and it is all the expensive thinking:
- What your game shows well. If a mechanic reads instantly in a five second clip in English, it usually reads instantly in Chinese too.
- Your guidelines structure. Requirements, restrictions and suggestions translate directly.
- Assets. Trailers, clean capture and key art are reusable, with the caveat below about text.
- Your rate logic. How you decided what a thousand views is worth is the same calculation, even if the number lands differently.
- How you measure. Effective CPM is effective CPM.
What does not
- Language, and not just translation. Your game's Chinese name needs deciding deliberately, and it needs to be the name you use consistently, or search does not accumulate.
- On screen text in assets. Trailers with baked in English text are much less useful. Supplying a clean version pays for itself.
- Store links. Where you point people differs by market, and getting this wrong wastes the entire campaign's traffic.
- Platform norms. What a sponsored video looks like, how disclosure is done and what length performs are all local conventions.
- The creators themselves. Obviously, but worth stating: there is no roster overlap at all.
How to split a budget
There is no correct ratio, but there is a reasonable process. Run a deliberately small campaign in each market first, with the same game and comparable guidelines, and compare the effective CPM and what happened downstream. That gives you two real numbers instead of two assumptions, and the split follows from them.
Resist the urge to compare raw view counts between markets. Platforms count views differently and formats differ, so the comparison that means something is cost per thousand views within each market, measured against what it produced.
Sequencing
Two patterns work, and they suit different situations.
- Simultaneous. Right for a hard launch date, a simultaneous worldwide release, or anything where the moment is the point. Costs more to coordinate and gives you no chance to learn between the two.
- Staggered. Run one market first, take what you learn about which clips and framings performed, and apply it to the second. Cheaper and usually produces better content, but only works when your calendar has room.
If your game is already out in the West and you are opening China later, the staggered path is essentially free: you already know which moments of your game travel.
Running them in parallel
Practically, this means two platforms and two dashboards, and that is fine. Pick whichever Western platform matches your format and needs, covered in more detail in our platform comparison, and run the China half alongside it.
On the NIWO side you set a budget and a rate per thousand views, write your guidelines, supply your assets, and creators on Douyin, Bilibili and Rednote pick the campaign up. Reporting exports creator level rows as CSV, which is the practical way to put both halves of a global campaign into the same spreadsheet and see what each market actually cost you.
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
Creator Marketing Platforms for Games: Lurkit, creators.gg, Jestr and NIWO
An honest comparison of four creator marketing platforms for games: what Lurkit, creators.gg, Jestr and NIWO each do, which platforms and regions they cover, and how to pick between them.
ComparisonDouyin, Bilibili and Rednote: Which Platform Fits Your Game?
A side by side look at Douyin, Bilibili and Rednote for game marketing: formats, audiences, what each platform rewards, and how to decide where your game belongs.