The methodology should be inspectable before the contract.
Short practical pieces based on the same creator, Steam and campaign principles used throughout the portfolio.
Why subscriber count is not enough
The wrong question is “how big is the channel?” The better question is “how likely is this creator to make content that matters to this game's audience?”
Reading Steam wishlist growth clearly
Steamworks can show exactly what changed. It cannot automatically tell you why it changed.
When long-form YouTube beats short-form
Short-form wins when the game's value is immediately visual. Long-form wins when the interesting part is understanding a system.
What makes an indie game work in short-form
Short-form does not require horror, shock or co-op. It requires a readable reason to keep watching.
Creator outreach before, during and after launch
Launch day should not be the deadline for creator outreach.
What useful game-marketing reporting looks like
A famous logo is not proof. A dashboard screenshot is not automatically attribution. A public trailer is not automatically authorship.