At the end of every design retreat, game designers must pitch their creations to the marketing team. If marketers can't envision a clear path to sell the product, they have the power to kill it immediately. This process ensures that every game developed is inherently marketable and commercially viable from day one.

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Supercell avoids emotional decision-making by being radically transparent with data. A daily email with key metrics for every game is sent to the entire company. This ensures everyone understands the performance criteria and accepts the rigorous, data-driven decisions to kill projects that don't meet specific thresholds.

The company's core philosophy is not to create entertaining games, but to create "games that make the people you're playing with entertaining." This principle guides their design to focus on facilitating interaction and connection, treating the game as a catalyst for a social experience rather than the experience itself.

Before committing engineering resources, Ather's product team creates a high-quality ad film for a new concept. They then host a full internal launch event, complete with mock media Q&A, to sell the vision to the whole company and create internal accountability before building begins.

To foster innovation, Kanji's marketing team holds a "Shark Tank Day." Team members pitch creative ideas to a panel of "sharks" representing their buyer persona. This gamified process surfaces proactive strategies (like an AI-powered "roast your tech stack" tool) and secures cross-functional buy-in.

The company's second and third games failed commercially, forcing a tough analysis. They realized Exploding Kittens worked because it was simple, fast, and intensely social. The flops were too complex or lacked interaction. This painful experience helped them codify the formula for their next hit, "Throw Throw Burrito."

The game's original name was the generic "Bomb Squad." Co-creator Matt Inman argued that being scared of a bomb is obvious, but being scared of "cute, adorable, fuzzy little kittens" is absurd and memorable. This simple, clever rebranding was a critical ingredient for the game's massive success.

For a product to be inherently "talkable," marketing input is crucial during design. Marketers are often brought in post-launch to sell a finished product. Instead, they should be involved early to help design features that encourage sharing and create organic growth loops, making their job exponentially easier.

Coterie maintains its premium brand status by systematically rejecting initiatives that don't meet an extremely high bar. If a new product isn't 'demonstratively better' or in direct service to the customer, the company kills the project, protecting its brand and focus.

Coming from product, Wiz's CMO sees marketing as liberatingly low-risk. A bad product feature creates permanent technical debt and maintenance costs. In contrast, a failed marketing campaign can be stopped instantly with no lasting negative impact, which encourages creative and unconventional experiments.

Many founders become too attached to what they've built. The ability to unemotionally kill products that aren't working—even core parts of the business—is a superpower. This prevents wasting resources and allows for the rapid pivots necessary to find true product-market fit.