Cutting Through The Noise. How to get your game noticed in a challenging market
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Playsense offers a groundbreaking solution for game studios. No more high upfront payments — we’ll present your game in the best way, sharing the risks and rewards with you. We believe it could be a game changer for the industry. If you're too excited to keep reading, reach out to us via email right away.
The way we see the problem
The video game industry is currently overwhelmed by an enormous number of companies. The market is oversaturated. In 2024 alone, nearly 19,000 games were released on Steam, not to mention 90,000 games on iOS and 160,000 on Android. Huge, huh?
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With such an overwhelming number of products, each gaming company has fewer and fewer opportunities to stand out. On top of that, games have to compete with all other forms of entertainment available today. People don’t just have less time to play — they barely have time to decide what to play.
Due to crises, layoffs and the industry shifts publishers are looking for smarter ways to capture players' attention and promote games more efficiently. The challenge isn’t just about creating a great game — it’s about finding the resources and know-how to capture players’ attention in an increasingly competitive market. So, how do you cut through the noise and make an impact?
We came up with a solution
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Alex explains how it works: "The game studio pays part of the trailer cost upfront, and Playsense covers the rest through revenue share. By combining resources, we create a much higher-quality trailer that will grab more attention. It’s an initiative we hope will bring real value to our clients".
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As Alex points out, on top of that, Playsense frees up extra funds for the client before the game’s release, which they can use for additional marketing activities — whether that’s running another campaign, opening up a new communication channel, or even creating another trailer.
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In fact, the trailer doesn’t have to be the end of it. It could be part of a package, campaign, or other types of activities.
Who is this for?
The plan is to support those games that have a launch date coming up soon. Our approach is flexible and open to any publisher or self-publishing developer looking to be creative and efficient with their game launch. We’re ready to consider each case individually. What matters is that we don’t have rigid criteria, and this makes our experiment even more inspiring.
Markus Wilding, who presented this model at PGC in London, commented that the feedback has been nothing short of incredible.
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Markus highlights: "The idea of offering high-quality trailer production with significantly reduced upfront costs struck a chord with everyone we spoke to. It’s exciting to see how well this new model seems to align with the needs of today’s developers and publishers.
It's still early days, but the initial response gives me every reason to be optimistic. I believe this model has the potential to transform how game trailers are produced. By lowering the barrier to entry, we’re opening the door for more studios — especially smaller or resource-constrained ones — to access the kind of creative, high-impact trailers Playsense is known for. My hope is that this initiative levels the playing field and helps developers and publishers of all sizes to showcase their games in the best possible light".