Skillz is hiring a lifecycle team and a launch co-op whose coverage matrix explicitly includes "the website", the surface "nobody covered". It shows: the "Available on Galaxy Store" button on the homepage and the players page returns a 404, so Android visitors have no working way to get the app from skillz.com; and the homepage loads 45.7 MB on a phone (eight looping game videos), with real visitors failing Core Web Vitals (LCP 4.2 s, INP 296 ms). Every lapsed player or ad viewer who searches "Skillz" lands here first.
First action
Click the Galaxy Store button on the homepage and confirm the 404 with the Android team.
How to measure it
Homepage download-button click rate
- Now
- –
- Target
- +30%
- By
- 60 days
Steps
Confirm the link
Get the current Android download URL.
Android team 1 day
Replace it
Homepage and players page.
Web team 1 hour
Poster images
One still per game video.
Web team 2 days
Lazy video
Load on tap or when visible; compress each under 1 MB.
Web team 1 week
Meta description
Write it and check link previews.
Co-op, Platform Communications 1 hour
Guard and measure
Monthly link check in the launch matrix; clicks by platform and PageSpeed.
Co-op, Platform Communications monthly
Why it works
Replace the dead Galaxy Store link with the current Android download route, add a link check to the launch matrix, and rebuild the homepage media: one poster image per game, videos that load only on tap or when on screen, compressed under 1 MB each, and no autoplay on mobile data. Add a meta description and track download-button clicks by platform.
A working Android path and a homepage that loads in under 2.5 s turn brand searches into installs instead of bounces, which lowers the cost of every user acquisition and reactivation campaign that ends on the site.
Ready to use
ChecklistWebsite launch-surface check
[ ] Every store button returns 200 (App Store, Android route) [ ] Homepage under 5 MB on mobile [ ] No autoplay video on mobile data [ ] Meta description and preview image set [ ] Real-user LCP under 2.5 s, INP under 200 ms [ ] Download clicks tracked by platform
Risks and how to handle them
Videos sell the games
Keep them, but load them only when the visitor sees or taps them.
Android route changes again
Check store links before every launch.
Evidence
- Your websiteHomepage (checked October 21, 2026): H1 "The home of competition"; counters "30M+ Active Players", "14K+ Game Developers", "4M+ Daily Tournaments" and "$100M+ Monthly Prizes"; download buttons for the App Store and "Available on Galaxy Store". The Galaxy Store link (also on /players/) returns HTTP 404. The page has no meta description, does not mention FIRY, and its News list ends at March 10, 2026.Source
- Google PageSpeedHomepage on mobile (lab): performance 49, largest contentful paint 39.1 s, 45.7 MB over 190 requests, with eight looping game videos (for example dominoes-gold.mp4 at 7.4 MB and big-buck-hunter.mp4 at 7.5 MB). Real visitors fail Core Web Vitals: Chrome UX Report LCP p75 4.2 s and INP 296 ms. Desktop lab LCP is 1.3 s.Source
- HiringCo-op, Platform Communications (Las Vegas, posted September 3, 2026): writes launch messaging across "in-app messaging, app store listings, user acquisition creative, email, push notifications, social media, Skillz News, help content, and the website"; maintains "the launch coverage matrix" and "notices the one nobody covered".Source
- HiringSenior Manager, Lifecycle Marketing (CRM & Reactivation) (Las Vegas or remote US, posted August 19, 2026): "Our owned channels—push notifications, email, and reactivation campaigns—are our fastest levers for driving revenue, but they're flying blind: we can't track click-through on individual sends, attribute engagement across games, or even avoid spamming the same player three times for one campaign." The role owns CleverTap journeys and "holdout-audited incremental NGR per campaign".Source