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  • The brief
  • Start here
  • Idea portfolio
  • Effort vs impact
  • This week · 6
  • This quarter · 11
  • Big bets · 3
  • Wildcards · 2
  • How we can help
Generated Oct 23, 2026
  1. Programmable
  2. Playbooks
  3. Voodoo
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growth playbook · Oct 23, 2026

voodoo.io (opens in a new tab)

Voodoo growth playbook

Diagnosis

Voodoo ($778 million revenue in 2025, 169 million monthly users) is growing three engines at once, and its hiring shows where: publishing managers in Korea, Vietnam, China and Türkiye to recruit local studios; growth, creative and prediction teams for its games and Beach Bum; a founding growth manager for New Apps; and ad monetization and real-time bidding roles.

The website lags behind: the publishing and Academy pages that recruit studios are English only, every key page shares one generic description, headline figures disagree, and an expired contest is still live. This playbook localizes the studio funnel first, then builds proof, measurement and new channels for each engine.

Growth Score

7/10

Biggest Opportunity

Turn voodoo.io into a local studio-recruiting machine for each new publishing market, fed by the Academy, events, referrals and a free prototype score.

Biggest Risk

Homa, Supersonic and other publishers compete for the same studios with data and tools, and privacy changes keep raising the cost of measuring paid growth.

01

Start here

The three moves to make first. Each one is written up in full below.

  1. 1

    Publishing and Academy pages in Korean, Vietnamese, Chinese and Turkish for the studios the new publishing managers are recruiting

    Translate the publishing page into Korean first, with the Seoul team reviewing it.

    High impact First result in 1 month
  2. 2

    Write a separate title and description for the publishing, Academy, ads and news pages

    Rewrite the publishing page description today.

    Medium impact First result in 2 weeks
  3. 3

    One set of headline numbers across the site and job posts

    Write the fact sheet with the 2025 review numbers.

    Medium impact First result in 2 weeks

02

Your idea portfolio

22 ideas, grouped by when to run them. Open any idea for how to run it: the steps, who to approach, copy you can use, and how to measure it.

  • 7 ideas are marked Unexpected: plays you are unlikely to have tried.

Every idea placed by the effort it takes against the impact it could have. Quick wins sit top left; select a number to open that idea. The filters below narrow the list by status, timing, category and what Programmable can build.

Effort vs impactEach number is an idea. Select one to open it.
Impact →
Quick wins · 1Big bets · 13Fill-ins · 7Reconsider · 1
Effort →

Showing 22 of 22 ideas

This week 6

Quick wins with a clear first action.

  • 01

    Voodoo is hiring Publishing Managers in Seoul, Hanoi, Beijing and Istanbul to build local studio networks, and says in Korea that "publishing operations are growing fast". But voodoo.io/publishing, the page where a studio clicks "Start now", is English only, as is the Academy; /ko/publishing, /zh/publishing and /tr/publishing return 404. Voodoo already translates its privacy policy into 12 languages, so the pages that win studios are the ones left untranslated.

    High impactMedium effort First result in 1 month Head of Publishing

    First action

    Translate the publishing page into Korean first, with the Seoul team reviewing it.

    How to measure it

    Studio sign-ups per region

    Now
    –
    Target
    +50%
    By
    2 quarters

    Steps

    1. 1

      Pick the four languages

      Korean, Vietnamese, Simplified Chinese and Turkish, matching the open posts.

      Head of Publishing 1 day

    2. 2

      Translate

      Publishing and Academy pages, reviewed by native-speaking staff.

      Publishing Manager - South Korea 2 weeks

    3. 3

      Localize proof

      One case study or testimonial from a studio in each region.

      Publishing Manager - Vietnam 1 month

    4. 4

      Add hreflang and metadata

      Language versions linked to each other, local titles and descriptions.

      Website owner (Brand & Communications) 2 days

    5. 5

      Route sign-ups

      Each language form goes to the local publishing manager.

      Website owner (Brand & Communications) 2 days

    6. 6

      Promote

      Use the local page in every outreach message and event slide.

      Publishing Manager - South Korea ongoing

    7. 7

      Measure

      Sign-ups, signed studios and prototypes by region.

      Senior Data Product Manager - Growth monthly

    8. 8

      Extend

      Add Japanese and Indonesian if the first four convert.

      Head of Publishing 1 quarter

    First result
    1 month
    Cost
    Translation and review time
    Owner
    Head of Publishing

    Smallest test

    Publish the Korean publishing page and track Seoul sign-ups for a month.

    Why it works

    Publish /ko, /vi, /zh and /tr versions of the publishing and Academy pages with hreflang: the playbook steps, the 20+ person launch team, the Academy rewards, one case study from a studio in that region, and the local publishing manager's contact and events. Route each local sign-up to that manager, and give each page a title and description written for "game publisher" searches in that language.

    Studio founders compare publishers in their own language and on local search engines and communities. Localized pages turn every meetup and outreach message the new managers send into a sign-up they can track.

    Ready to use

    ChecklistLocal publishing page launch list

    [ ] /ko, /vi, /zh, /tr versions of /publishing and /academy
    [ ] hreflang between all versions
    [ ] Local title and meta description
    [ ] One regional studio story per page
    [ ] Local publishing manager contact and events
    [ ] Sign-ups routed to the local manager
    [ ] Regional tracking in the studio pipeline

    Risks and how to handle them

    • Translations drift from the English page

      Keep one source and update all languages in the same release.

    • Too few local case studies

      Start with a quote and numbers from one studio, then add more.

    Evidence

    • HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source
    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
    • Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source
  • 02

    The homepage, publishing, ads, Academy and news pages all share one meta description, "We entertain the world with iconic apps and games." Search results for the page that recruits studios and the page that sells ads look the same as the homepage.

    Medium impactLow effort First result in 2 weeks Website owner

    First action

    Rewrite the publishing page description today.

    How to measure it

    Search click-through on publishing and Academy

    Now
    –
    Target
    +20%
    By
    60 days

    Steps

    1. 1

      List pages

      Pages sharing the generic description.

      Website owner (Brand & Communications) 1 hour

    2. 2

      Write publishing

      Studio-focused description.

      Head of Publishing 1 hour

    3. 3

      Write Academy

      Free course and rewards.

      Voodoo Academy Lead 1 hour

    4. 4

      Write ads

      Reach and formats.

      Brand Partnerships Lead (Voodoo Ads) 1 hour

    5. 5

      Publish

      In the site builder.

      Website owner (Brand & Communications) 1 hour

    6. 6

      Measure

      Search Console click-through.

      Website owner (Brand & Communications) monthly

    First result
    2 weeks
    Cost
    $0
    Owner
    Website owner (Brand & Communications)

    Smallest test

    Change the publishing description today.

    Why it works

    Write a description per page around what that visitor wants: "publish your mobile game with the team behind Mob Control and Block Jam" for publishing, the free course and prize money for the Academy, reach and formats for ads. Check the 248 game pages and careers pages for the same issue.

    Search results and link previews are where developers and advertisers decide whether to click.

    Risks and how to handle them

    • Lower click-through on one page

      Test one change at a time.

    Evidence

    • Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
    • Your websiteAds page ("Advertise with Voodoo"): "150M MAUs, 30M in the US", "300M daily impr.", "more than 7 billion downloads", audience "25% 18-24, 55% 25-54", in-game integrations with skins, tokens and levels; the full audience report is only available on request ("Ask for the report"). A March 2024 news post covers a TRANSFORMERS collaboration with Hasbro in Mob Control.Source
  • 03

    Voodoo reports 169 million monthly users in its 2025 review, while the homepage says 200 million, the publishing page shows both 200 million and 150M, and the ads page 150M. Downloads appear as 7 and 8 billion, and job posts describe the company as 800 or 1,000 people.

    Medium impactLow effort First result in 2 weeks Website owner

    First action

    Write the fact sheet with the 2025 review numbers.

    How to measure it

    Pages with consistent figures

    Now
    –
    Target
    100%
    By
    1 month

    Steps

    1. 1

      Write the sheet

      Numbers, definitions and dates.

      Communications 1 day

    2. 2

      Update homepage

      Current figures.

      Website owner (Brand & Communications) 1 day

    3. 3

      Update publishing and ads

      Same figures.

      Website owner (Brand & Communications) 1 day

    4. 4

      Update job template

      One company description.

      Talent Acquisition 1 day

    5. 5

      Brief teams

      Where the sheet lives.

      Communications 1 day

    6. 6

      Review

      Each quarter.

      Communications quarterly

    First result
    2 weeks
    Cost
    $0
    Owner
    Website owner (Brand & Communications)

    Smallest test

    Fix the publishing page numbers first.

    Why it works

    Keep one fact sheet (users, downloads, revenue, employees, rank) with a date, update every page and job template from it each quarter, and say what each number measures.

    Studios, advertisers and candidates compare numbers; mismatches make the larger ones look less reliable.

    Risks and how to handle them

    • Different metrics for different audiences

      Label them, such as "MAU across games and apps".

    Evidence

    • Your websiteHomepage: "8 billion downloads", "200 million monthly active users", "$780 million revenue in 2025", "1,000 employees"; apps and games shown include Castle Busters, Backgammon Lord of the Board and BeReal.Source
    • Your website"2025: a year of growth and transformation for Voodoo" (March 11, 2026): $778 million revenue (+16%), the existing game portfolio grew 6%, casual games made $653 million (90% of gaming), Wizz and BeReal made €30 million with "strong growth in Japan", 169 million monthly active users and 1.5 billion downloads a year. News pages show a template line "Published in XXX" under related articles.Source
    • Your websiteAds page ("Advertise with Voodoo"): "150M MAUs, 30M in the US", "300M daily impr.", "more than 7 billion downloads", audience "25% 18-24, 55% 25-54", in-game integrations with skins, tokens and levels; the full audience report is only available on request ("Ask for the report"). A March 2024 news post covers a TRANSFORMERS collaboration with Hasbro in Mob Control.Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • HiringThe company description in job posts differs by team: growth and data posts say "800 employees, 7 billion downloads" and "#3 mobile publisher worldwide in terms of downloads after Google and Meta"; publishing and live-games posts say "1,000 people, generating $1b+ in annual revenue" and "7 billion downloads"; the Türkiye post says "over eight billion downloads".Source
  • 04

    The creative contest offered $5,000 for a Marble Sort ad that reached $100k in spend, open until June 30, 2026. In October the page is still live and in the sitemap, while Voodoo hires video artists, creative strategists and a Lead Creative Manager to produce more winning ads.

    High impactLow effort First result in 1 month Lead Creative Manager Gaming

    First action

    Pick next month's game and brief.

    How to measure it

    Winning outside creatives

    Now
    –
    Target
    3 a month
    By
    2 quarters

    Steps

    1. 1

      Close the old page

      Show it ended and announce the next brief.

      Website owner (Brand & Communications) 1 day

    2. 2

      Pick a game

      One where new hooks are needed.

      Lead Creative Manager - Gaming 1 day

    3. 3

      Write the brief

      Top creatives and why they work.

      Creative Strategist 2 days

    4. 4

      Promote

      Creator communities and schools.

      Lead Creative Manager - Gaming 1 week

    5. 5

      Test entries

      Against live benchmarks.

      Performance Marketing Manager - Gaming monthly

    6. 6

      Pay and recruit

      Winners and strong creators.

      Talent Sourcer - Growth monthly

    First result
    1 month
    Cost
    Prize money only when creatives win
    Owner
    Lead Creative Manager Gaming

    Smallest test

    Run one monthly brief.

    Why it works

    Relaunch it as a monthly brief: one game, its current best creatives and why they work, the same spend-based prize. Show past winners, and invite the strongest outside creators to paid freelance work or interviews.

    Outside creators test hooks the internal team would not think of, at a cost paid only on results, and the contest doubles as a hiring funnel.

    Risks and how to handle them

    • Low-quality entries

      Screen for format and platform rules first.

    Evidence

    • Your websiteCreative contest page: "Open until June 30, 2026"; make a 9:16 video ad for Marble Sort, "If your creative hits $100k in spend, you win $5,000"; it shows the current top-performing creatives and why they work. In October the page is still live and listed in the sitemap.Source
    • HiringCreative hiring in October and September 2026: a Lead Creative Manager, Gaming (October 20), Marketing Video Artists for Growth (September 28) and Paper.io 2 (October 14), Marketing Artists for two studios, a Creative Strategist and playable-ads roles (strategist, developer, technical lead).Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
  • 05

    Voodoo's news section has 22 posts; the latest is the 2025 review from March, and related articles show a template line "Published in XXX". Studio-facing posts such as the Mob Control and Ball Blast stories are among the most useful pages for partners.

    Medium impactLow effort First result in 2 weeks Website owner

    First action

    Remove the placeholder line.

    How to measure it

    Sign-ups from news

    Now
    –
    Target
    +30%
    By
    2 quarters

    Steps

    1. 1

      Fix template

      Remove the placeholder.

      Website owner (Brand & Communications) 1 hour

    2. 2

      Plan topics

      Twelve posts.

      Head of Publishing 1 week

    3. 3

      Write

      With publishing managers.

      Communications monthly

    4. 4

      Add calls to action

      Publishing and Academy.

      Website owner (Brand & Communications) 1 day

    5. 5

      Share

      Publishing managers' outreach.

      Publishing Manager - South Korea monthly

    6. 6

      Measure

      Sign-ups from posts.

      Senior Data Product Manager - Growth monthly

    First result
    2 weeks
    Cost
    Writing time
    Owner
    Website owner (Brand & Communications)

    Smallest test

    Fix the template today.

    Why it works

    Remove the placeholder, add authors and dates, and publish one studio-facing post a month: a launch story, a monetization lesson or an Academy success, written with the publishing managers.

    Regular, specific posts give studios reasons to apply and give publishing managers material to share.

    Risks and how to handle them

    • Sharing too much know-how

      Share lessons, not internal tools.

    Evidence

    • Your website"2025: a year of growth and transformation for Voodoo" (March 11, 2026): $778 million revenue (+16%), the existing game portfolio grew 6%, casual games made $653 million (90% of gaming), Wizz and BeReal made €30 million with "strong growth in Japan", 169 million monthly active users and 1.5 billion downloads a year. News pages show a template line "Published in XXX" under related articles.Source
    • Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
  • 06

    The Academy pays $600 for the first three prototypes and $1,000 for each high-potential one, and some of its graduates founded studios. The new publishing managers each work with about 15 studios. The Academy is the cheapest source of new studios, if its graduates reach those managers.

    High impactMedium effort First result in 1 month Voodoo Academy Lead

    First action

    Add a country field to Academy sign-ups.

    How to measure it

    Academy-to-publishing conversion

    Now
    –
    Target
    +25%
    By
    2 quarters

    Steps

    1. 1

      Add country

      On sign-up.

      Website owner (Brand & Communications) 1 day

    2. 2

      Set alerts

      High-potential prototypes to local managers.

      Voodoo Academy Lead 1 week

    3. 3

      Hand-off call

      Within a week of the alert.

      Publishing Manager - Vietnam ongoing

    4. 4

      Dashboard

      Conversion by region.

      Senior Data Product Manager - Growth 2 weeks

    5. 5

      Review

      Monthly with publishing leads.

      Head of Publishing monthly

    6. 6

      Adjust rewards

      Where conversion lags.

      Voodoo Academy Lead quarterly

    First result
    1 month
    Cost
    Staff time only
    Owner
    Voodoo Academy Lead

    Smallest test

    Route this month's high-potential prototypes by country.

    Why it works

    Tag each Academy sign-up by country, alert the local publishing manager when a developer submits a high-potential prototype, and report Academy-to-signed-studio conversion by region.

    It turns the Academy from a course into a measured studio pipeline for each new market.

    Risks and how to handle them

    • Managers overloaded

      Alert only on high-potential prototypes.

    Evidence

    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
    • HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source

This quarter 11

The core plays for the next three months.

  • 07

    The publishing page has three case studies (Block Jam, Mob Control, Paper.io 2), all for Voodoo's largest hits. Studios in Korea, Vietnam, China and Türkiye want proof from studios like theirs.

    High impactMedium effort First result in 1 quarter Head of Publishing

    First action

    Ask five partner studios for a case study.

    How to measure it

    Sign-ups from case studies

    Now
    –
    Target
    +30%
    By
    2 quarters

    Steps

    1. 1

      Pick studios

      Ten across regions.

      Head of Publishing 2 weeks

    2. 2

      Get approval

      Numbers they allow.

      Publishing Manager - South Korea 2 weeks

    3. 3

      Write

      Short format.

      Communications 1 month

    4. 4

      Translate

      Local versions.

      Publishing Manager - Vietnam 2 weeks

    5. 5

      Publish

      Filters by region and genre.

      Website owner (Brand & Communications) 1 week

    6. 6

      Use in outreach

      Per market.

      Publishing Manager - South Korea ongoing

    First result
    1 quarter
    Cost
    Writing time
    Owner
    Head of Publishing

    Smallest test

    Publish one regional case study.

    Why it works

    Write ten short case studies from partner studios of different sizes and regions: prototype to launch timeline, retention gains and revenue range, with the studio's approval. Filter them by region and genre on the publishing page.

    Peer proof persuades studios more than the biggest hits do.

    Risks and how to handle them

    • Studios keep numbers private

      Use ranges and percentages.

    Evidence

    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
  • 08

    The Türkiye post builds studio portfolios "through outreach, industry events, and partnerships", and the Korea and Vietnam managers are the local face of Voodoo. Universities and developer meetups are where new studios start.

    High impactMedium effort First result in 1 quarter Publishing Manager South Korea

    First action

    Book the first meetup in Seoul.

    How to measure it

    Studios from events

    Now
    –
    Target
    5 per market per year
    By
    4 quarters

    Steps

    1. 1

      Pick venues

      Universities and meetups.

      Publishing Manager - South Korea 2 weeks

    2. 2

      Plan format

      Talk, workshop, reviews.

      Voodoo Academy Lead 2 weeks

    3. 3

      Promote

      Local channels.

      Publishing Manager - South Korea 1 month

    4. 4

      Run

      Quarterly.

      Publishing Manager - South Korea quarterly

    5. 5

      Follow up

      Within a week.

      Publishing Manager - South Korea per event

    6. 6

      Measure

      Sign-ups and studios.

      Senior Data Product Manager - Growth quarterly

    First result
    1 quarter
    Cost
    Event costs
    Owner
    Publishing Manager South Korea

    Smallest test

    Run one workshop in one market.

    Why it works

    In each market, run a quarterly Voodoo meetup and an Academy workshop at a university or game-dev community, with prototype reviews on the spot and sign-ups to the local page.

    In-person reviews build trust quickly and give managers a steady flow of new studios.

    Risks and how to handle them

    • Low attendance

      Partner with existing communities.

    Evidence

    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
    • HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
  • 09

    The ads page offers 150M monthly users, 30M in the US and in-game integrations, but the audience report is only sent on request, and the Hasbro TRANSFORMERS collaboration in Mob Control is not shown as a brand case study.

    High impactMedium effort First result in 1 quarter Brand Partnerships Lead

    First action

    Write the Hasbro collaboration as a case study.

    How to measure it

    Advertiser requests

    Now
    –
    Target
    +40%
    By
    2 quarters

    Steps

    1. 1

      Summarize report

      Public version.

      Brand Partnerships Lead (Voodoo Ads) 1 week

    2. 2

      Gate full report

      Form to sales.

      Website owner (Brand & Communications) 1 day

    3. 3

      Case studies

      Two or three brands.

      Brand Partnerships Lead (Voodoo Ads) 1 month

    4. 4

      Rate card

      Formats and minimums.

      Brand Partnerships Lead (Voodoo Ads) 2 weeks

    5. 5

      Publish

      Ads page.

      Website owner (Brand & Communications) 1 week

    6. 6

      Measure

      Requests and deals.

      Brand Partnerships Lead (Voodoo Ads) monthly

    First result
    1 quarter
    Cost
    Staff time only
    Owner
    Brand Partnerships Lead (Voodoo Ads)

    Smallest test

    Publish the audience summary.

    Why it works

    Publish a short audience summary openly with the full report behind a form, add two or three brand case studies with results, and give media buyers a simple rate card or minimum budget.

    Brand buyers shortlist partners online; visible proof brings more qualified requests.

    Risks and how to handle them

    • Brands keep results private

      Use engagement metrics they approve.

    Evidence

    • Your websiteAds page ("Advertise with Voodoo"): "150M MAUs, 30M in the US", "300M daily impr.", "more than 7 billion downloads", audience "25% 18-24, 55% 25-54", in-game integrations with skins, tokens and levels; the full audience report is only available on request ("Ask for the report"). A March 2024 news post covers a TRANSFORMERS collaboration with Hasbro in Mob Control.Source
    • HiringGrowth Strategy & Ad Monetization Manager (Paris, posted September 29, 2026): own a "€ multi-hundred-million revenue engine"; levers include "waterfall configuration, in-app bidding, pricing strategy, and demand diversification" and new "ad networks, bidding partners, and ad monetization formats". Voodoo is also hiring a Senior Product Manager, Real Time Bidding and a Senior Technical Product Manager, Advertising solutions for its ad network.Source
  • 10

    Gaming produces 25,000 creatives a year and is hiring a Lead Creative Manager, while New Apps is hiring a specialist to build AI-powered creative workflows and judge assets on hook rate, CTR, CVR and IPM.

    High impactMedium effort First result in 1 quarter Lead Creative Manager Gaming

    First action

    List the AI tools each team uses today.

    How to measure it

    Tested variants per artist

    Now
    –
    Target
    2x
    By
    2 quarters

    Steps

    1. 1

      Audit tools

      Both teams.

      Lead Creative Manager - Gaming 1 week

    2. 2

      Design pipeline

      Variant generation and tagging.

      Marketing Content Specialist - New Apps 1 month

    3. 3

      Build library

      Winning patterns with metrics.

      Creative Strategist 1 month

    4. 4

      Pilot

      Two games and one app.

      Lead Creative Manager - Gaming 1 month

    5. 5

      Measure

      Hook rate and IPM.

      Senior Data Product Manager - Growth weekly

    6. 6

      Roll out

      All studios.

      Lead Creative Manager - Gaming 1 quarter

    First result
    1 quarter
    Cost
    Tool costs
    Owner
    Lead Creative Manager Gaming

    Smallest test

    Share one week of winning hooks between teams.

    Why it works

    Build one internal pipeline for AI-assisted variants (hooks, first frames, languages) used by both teams, with a shared library of winning patterns and their metrics.

    Shared tooling avoids building the same workflow twice and spreads what works across portfolios.

    Risks and how to handle them

    • Platform rules on AI content

      Review each format against ad policies.

    Evidence

    • HiringMarketing Content Specialist, New Apps (posted September 8, 2026): build "AI-powered workflows to automate and scale creative production", make video and static assets "especially Meta Ads", shape paywalls, onboarding, ASO and UI, and iterate on "hook rate, CTR, CVR, IPM".Source
    • HiringCreative hiring in October and September 2026: a Lead Creative Manager, Gaming (October 20), Marketing Video Artists for Growth (September 28) and Paper.io 2 (October 14), Marketing Artists for two studios, a Creative Strategist and playable-ads roles (strategist, developer, technical lead).Source
    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
  • 11

    The prediction team builds ML products for growth and works with MMM partners, and the Beach Bum Head of Growth must add featuring, partnerships, influencers, ASO and community on top of paid. Non-paid channels are hard to value next to paid.

    High impactHigh effort First result in 2 quarters Senior Data Product Manager G…

    First action

    Design one holdout test for an ASO change.

    How to measure it

    Channels measured

    Now
    –
    Target
    5
    By
    2 quarters

    Steps

    1. 1

      Pick channels

      ASO, featuring, influencers.

      Senior Data Product Manager - Growth 1 week

    2. 2

      Design tests

      Holdouts.

      Lead Data Scientist - BI Prediction 2 weeks

    3. 3

      Run

      Per channel.

      Head of Growth (Beach Bum) 1 quarter

    4. 4

      Model

      Feed into MMM.

      Senior Data Product Manager - Growth 1 month

    5. 5

      Budget

      Allocate by result.

      Head of Growth (Beach Bum) quarterly

    6. 6

      Share

      Across studios.

      Senior Data Product Manager - Growth quarterly

    First result
    2 quarters
    Cost
    Analyst time
    Owner
    Senior Data Product Manager Growth

    Smallest test

    Test one ASO change with a holdout.

    Why it works

    Run geo or time-based holdout tests for ASO changes, featuring and influencer bursts, feed the results into the MMM and budget tools, and report incremental installs and revenue per channel.

    Channels that are measured get budget; those that are not are cut first.

    Risks and how to handle them

    • Noisy results

      Run long enough and repeat.

    Evidence

    • HiringSenior Data Product Manager, Growth (posted October 8, 2026): joins the BI/Prediction team, "an autonomous squad of around 10 people" building "ML prediction products for our growth operations", working with "external partners (e.g., networks, MMM)" and tracking privacy changes (ATT, Privacy Sandbox).Source
    • HiringHead of Growth (Raanana, posted September 15, 2026) for Beach Bum, acquired by Voodoo in 2021: "grow Beach Bum's flagship game aggressively" with the full performance marketing engine and non-paid levers: "partnerships, featuring, influencer marketing, growth hacking, ASO, and community building". The Growth team has "over 150 experts".Source
    • HiringGrowth Manager, New Apps (Paris, posted September 3, 2026): the "founding Growth Manager" for New Apps, "Voodoo's zero-to-one small and elite team, building the next wave of B2C AI apps on mass-market segments" (social entertainment, fitness, health, learning), working with the CEO and "running a high volume of tests across acquisition channels (paid UA, product-led growth, organic, ASO)".Source
  • 12

    Beach Bum's Head of Growth is asked to grow its flagship "aggressively" and to use partnerships, featuring, influencer marketing, ASO and community building beyond paid UA.

    High impactMedium effort First result in 1 quarter Head of Growth

    First action

    List the next three updates to pitch for featuring.

    How to measure it

    Non-paid share of installs

    Now
    –
    Target
    +5 points
    By
    2 quarters

    Steps

    1. 1

      Featuring calendar

      Updates to pitch.

      Head of Growth (Beach Bum) 1 week

    2. 2

      Community partners

      Clubs and forums.

      Head of Growth (Beach Bum) 1 month

    3. 3

      Creator program

      Adult creators.

      Head of Growth (Beach Bum) 1 month

    4. 4

      ASO tests

      Top locales.

      Head of Growth (Beach Bum) 1 month

    5. 5

      Measure

      Incrementality.

      Senior Data Product Manager - Growth monthly

    6. 6

      Scale

      What works.

      Head of Growth (Beach Bum) quarterly

    First result
    1 quarter
    Cost
    Creator fees
    Owner
    Head of Growth (Beach Bum)

    Smallest test

    Pitch one update for featuring.

    Why it works

    Build a quarterly plan: store featuring pitches tied to updates, partnerships with board-game communities and clubs, a creator program with adult creators who already play classic games, and ASO tests per locale.

    Classic board-game players form clubs and communities, and non-paid channels lower blended acquisition cost.

    Risks and how to handle them

    • Community pushback on promotion

      Offer value such as tournaments.

    Evidence

    • HiringHead of Growth (Raanana, posted September 15, 2026) for Beach Bum, acquired by Voodoo in 2021: "grow Beach Bum's flagship game aggressively" with the full performance marketing engine and non-paid levers: "partnerships, featuring, influencer marketing, growth hacking, ASO, and community building". The Growth team has "over 150 experts".Source
    • Your websiteHomepage: "8 billion downloads", "200 million monthly active users", "$780 million revenue in 2025", "1,000 employees"; apps and games shown include Castle Busters, Backgammon Lord of the Board and BeReal.Source
  • 13

    New Apps runs a high volume of tests across paid, product-led, organic and ASO channels for AI apps in fitness, health, learning and social entertainment. Voodoo's site does not show these apps yet.

    High impactMedium effort First result in 1 quarter Growth Manager New Apps

    First action

    Build a landing page template.

    How to measure it

    Concepts tested

    Now
    –
    Target
    4 a month
    By
    1 quarter

    Steps

    1. 1

      Template

      Landing page and waitlist.

      Growth Manager - New Apps 1 week

    2. 2

      Creatives

      AI-assisted assets.

      Marketing Content Specialist - New Apps 1 week

    3. 3

      Run tests

      Small budgets.

      Growth Manager - New Apps weekly

    4. 4

      Survey

      Sign-ups.

      Growth Manager - New Apps weekly

    5. 5

      Decide

      Build, change or drop.

      Growth Manager - New Apps monthly

    6. 6

      Launch

      Email the waitlist.

      Growth Manager - New Apps per launch

    First result
    1 quarter
    Cost
    Test ad budget
    Owner
    Growth Manager New Apps

    Smallest test

    Test one concept this month.

    Why it works

    For each concept, publish a simple landing page with the promise and a waitlist, run small ad tests to it, and only build or scale the concepts whose sign-up cost and survey answers clear a bar.

    Testing positioning before building saves engineering time, and waitlists give each app launch-day users.

    Risks and how to handle them

    • Waitlists overstate demand

      Judge by cost per sign-up and retention after launch.

    Evidence

    • HiringGrowth Manager, New Apps (Paris, posted September 3, 2026): the "founding Growth Manager" for New Apps, "Voodoo's zero-to-one small and elite team, building the next wave of B2C AI apps on mass-market segments" (social entertainment, fitness, health, learning), working with the CEO and "running a high volume of tests across acquisition channels (paid UA, product-led growth, organic, ASO)".Source
    • HiringMarketing Content Specialist, New Apps (posted September 8, 2026): build "AI-powered workflows to automate and scale creative production", make video and static assets "especially Meta Ads", shape paywalls, onboarding, ASO and UI, and iterate on "hook rate, CTR, CVR, IPM".Source
  • 14

    The ad monetization manager is asked to diversify demand across a multi-hundred-million revenue engine, and Voodoo sells in-game brand integrations through its ads team. Direct brand deals add demand that bidding networks do not.

    High impactMedium effort First result in 1 quarter Growth Strategy & Ad Monetiza…

    First action

    Agree a floor price for direct deals.

    How to measure it

    Direct demand share

    Now
    –
    Target
    +3 points
    By
    3 quarters

    Steps

    1. 1

      Set floors

      Above auction.

      Growth Strategy & Ad Monetization Manager 2 weeks

    2. 2

      Reserve inventory

      US interstitials.

      Senior Product Manager - Real Time Bidding 1 month

    3. 3

      Package

      With the ads team.

      Brand Partnerships Lead (Voodoo Ads) 1 month

    4. 4

      Sell

      Agencies and brands.

      Brand Partnerships Lead (Voodoo Ads) 1 quarter

    5. 5

      Measure

      Yield vs auction.

      Growth Strategy & Ad Monetization Manager monthly

    6. 6

      Adjust

      Floors and formats.

      Growth Strategy & Ad Monetization Manager quarterly

    First result
    1 quarter
    Cost
    Sales time
    Owner
    Growth Strategy & Ad Monetization Manager

    Smallest test

    Run one direct campaign.

    Why it works

    Reserve inventory for direct brand campaigns in the US, price it above the auction floor, and report its share of ad revenue alongside networks.

    Direct demand raises yield and lowers dependence on a few networks.

    Risks and how to handle them

    • Lower fill

      Fall back to auction automatically.

    Evidence

    • HiringGrowth Strategy & Ad Monetization Manager (Paris, posted September 29, 2026): own a "€ multi-hundred-million revenue engine"; levers include "waterfall configuration, in-app bidding, pricing strategy, and demand diversification" and new "ad networks, bidding partners, and ad monetization formats". Voodoo is also hiring a Senior Product Manager, Real Time Bidding and a Senior Technical Product Manager, Advertising solutions for its ad network.Source
    • Your websiteAds page ("Advertise with Voodoo"): "150M MAUs, 30M in the US", "300M daily impr.", "more than 7 billion downloads", audience "25% 18-24, 55% 25-54", in-game integrations with skins, tokens and levels; the full audience report is only available on request ("Ask for the report"). A March 2024 news post covers a TRANSFORMERS collaboration with Hasbro in Mob Control.Source
  • 15

    The new publishing managers must build studio networks from scratch, and Voodoo already pays Academy rewards. Partner studios know other teams in their city.

    Medium impactLow effort First result in 1 quarter Head of Publishing

    First action

    Set the referral bonus amount.

    How to measure it

    Referred studios

    Now
    –
    Target
    10 a year
    By
    4 quarters

    Steps

    1. 1

      Set bonus

      Paid on prototype.

      Head of Publishing 1 week

    2. 2

      Tracked links

      Per partner.

      Website owner (Brand & Communications) 1 week

    3. 3

      Announce

      To partner studios.

      Publishing Manager - South Korea 1 week

    4. 4

      Review referrals

      Local managers.

      Publishing Manager - Vietnam ongoing

    5. 5

      Pay

      On milestones.

      Finance ongoing

    6. 6

      Measure

      Referred studios.

      Senior Data Product Manager - Growth quarterly

    First result
    1 quarter
    Cost
    Referral bonuses
    Owner
    Head of Publishing

    Smallest test

    Announce it to one region's partners.

    Why it works

    Offer a referral bonus to partner studios when a referred studio signs and ships a prototype, with tracked links on the local publishing pages.

    Studios trust peers, and referrals reach teams outreach misses.

    Risks and how to handle them

    • Low-quality referrals

      Pay only after a prototype ships.

    Evidence

    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
    • HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source
  • 16

    Voodoo's 2025 review says BeReal has "strong growth in Japan" and a path to profitability by 2027.

    Medium impactMedium effort First result in 1 quarter BeReal Growth Lead

    First action

    Audit the Japanese listing.

    How to measure it

    Store conversion in Japan

    Now
    –
    Target
    +10%
    By
    2 quarters

    Steps

    1. 1

      Audit

      Current listing.

      BeReal Growth Lead 1 week

    2. 2

      Write

      Native copy.

      BeReal Growth Lead 2 weeks

    3. 3

      Design

      Screenshots.

      Marketing Content Specialist - New Apps 2 weeks

    4. 4

      Test

      Store experiments.

      BeReal Growth Lead 1 month

    5. 5

      Roll out

      Winner.

      BeReal Growth Lead 1 week

    6. 6

      Repeat

      Next markets.

      BeReal Growth Lead quarterly

    First result
    1 quarter
    Cost
    Translation time
    Owner
    BeReal Growth Lead

    Smallest test

    Test one new screenshot set.

    Why it works

    Test Japanese screenshots, captions and keywords written by native speakers, and compare conversion with the current listing.

    Store conversion is the cheapest growth lever in a market that is already growing.

    Risks and how to handle them

    • Small sample

      Run tests longer.

    Evidence

    • Your website"2025: a year of growth and transformation for Voodoo" (March 11, 2026): $778 million revenue (+16%), the existing game portfolio grew 6%, casual games made $653 million (90% of gaming), Wizz and BeReal made €30 million with "strong growth in Japan", 169 million monthly active users and 1.5 billion downloads a year. News pages show a template line "Published in XXX" under related articles.Source
    • HiringGrowth Manager, New Apps (Paris, posted September 3, 2026): the "founding Growth Manager" for New Apps, "Voodoo's zero-to-one small and elite team, building the next wave of B2C AI apps on mass-market segments" (social entertainment, fitness, health, learning), working with the CEO and "running a high volume of tests across acquisition channels (paid UA, product-led growth, organic, ASO)".Source
  • 17

    voodoo.io has 248 game pages, but the Paper.io 2 page, for example, shows a description, rating and Play button with no link to the studio that made it or to publishing. Developers browse these pages to judge a publisher.

    Medium impactLow effort First result in 1 month Website owner

    First action

    Add credits to the top 20 game pages.

    How to measure it

    Sign-ups from game pages

    Now
    –
    Target
    50 a quarter
    By
    2 quarters

    Steps

    1. 1

      Gather credits

      Studios that agree.

      Head of Publishing 2 weeks

    2. 2

      Design block

      Credit and link.

      Website owner (Brand & Communications) 1 week

    3. 3

      Top 20 pages

      First.

      Website owner (Brand & Communications) 1 week

    4. 4

      All pages

      Rest.

      Website owner (Brand & Communications) 1 month

    5. 5

      Track

      Sign-ups by page.

      Website owner (Brand & Communications) monthly

    6. 6

      Translate

      With local pages.

      Website owner (Brand & Communications) 1 quarter

    First result
    1 month
    Cost
    Staff time only
    Owner
    Website owner (Brand & Communications)

    Smallest test

    Add credits to five pages.

    Why it works

    Add the studio name and country, a one-line story ("made by a team of three") and a "Publish your game with Voodoo" link on each page.

    Showing that hits come from small outside studios is the strongest pitch to new ones.

    Risks and how to handle them

    • Studios prefer anonymity

      Show country and team size only.

    Evidence

    • Your websiteGame pages are short: the Paper.io 2 page has a description, its rating ("4.5 ★ 2.9M ratings"), genre, age rating, release date and a "Play" button; there is no link to the studio that made it or to publishing.Source
    • Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source

Big bets 3

Larger plays that can change the trajectory.

  • 18

    Voodoo serves 250 billion ad impressions and launches games from studios worldwide. Homa and Supersonic compete for the same studios on data and tools.

    High impactHigh effort First result in 3 quarters Head of Publishing

    First action

    Pick ten benchmarks studios ask about.

    How to measure it

    Downloads

    Now
    –
    Target
    20,000
    By
    1 year

    Steps

    1. 1

      Pick metrics

      Ten benchmarks.

      Head of Publishing 2 weeks

    2. 2

      Analyze

      Aggregated data.

      Senior Data Product Manager - Growth 2 months

    3. 3

      Review

      Legal and partners.

      Legal Counsel - AdTech Transactions 1 month

    4. 4

      Write

      Report.

      Communications 1 month

    5. 5

      Translate

      Publishing languages.

      Publishing Manager - South Korea 1 month

    6. 6

      Launch

      Events and outreach.

      Head of Publishing per event

    First result
    3 quarters
    Cost
    Analyst time
    Owner
    Head of Publishing

    Smallest test

    Publish one benchmark chart.

    Why it works

    Publish yearly benchmarks by genre and region: prototype test results, retention ranges and costs per install, in every publishing language. Present it at local events.

    Benchmark data is what studios search for, and it shows Voodoo's scale better than claims.

    Risks and how to handle them

    • Revealing too much

      Use ranges and aggregate.

    Evidence

    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • Competitor researchRivals' own homepages: Homa, "Game the system", data and tools that help creators "MAKE and PUBLISH hit games"; Supersonic, "Unity's mobile game publishing solution"; Kwalee, games "on Mobile, PC, and consoles with over 1 billion downloads".Source
    • Your website"2025: a year of growth and transformation for Voodoo" (March 11, 2026): $778 million revenue (+16%), the existing game portfolio grew 6%, casual games made $653 million (90% of gaming), Wizz and BeReal made €30 million with "strong growth in Japan", 169 million monthly active users and 1.5 billion downloads a year. News pages show a template line "Published in XXX" under related articles.Source
  • 19

    Voodoo's publishing tools include a Testing Dashboard, "fastest way to launch and test prototypes". Competitors sell data and tools to studios.

    High impactHigh effort First result in 4 quarters Head of Publishing

    First action

    Define what the free score measures.

    How to measure it

    Free scores run

    Now
    –
    Target
    1,000 a quarter
    By
    4 quarters

    Steps

    1. 1

      Define score

      Inputs and benchmarks.

      Head of Publishing 1 month

    2. 2

      Build

      Self-serve flow.

      Backend Engineering Lead (TypeScript /Node.js) 1 quarter

    3. 3

      Pilot

      Two regions.

      Publishing Manager - South Korea 1 quarter

    4. 4

      Route leads

      Strong scores.

      Publishing Manager - Vietnam ongoing

    5. 5

      Measure

      Signed studios.

      Senior Data Product Manager - Growth monthly

    6. 6

      Scale

      All languages.

      Head of Publishing 1 quarter

    First result
    4 quarters
    Cost
    Engineering and test budget
    Owner
    Head of Publishing

    Smallest test

    Score ten prototypes by hand.

    Why it works

    Let any studio upload a prototype video or build and get a free market-test score with benchmarks, then invite strong scores to the local publishing manager.

    A free, useful score brings studios to Voodoo before they choose a publisher.

    Risks and how to handle them

    • Test costs

      Cap free tests per studio.

    Evidence

    • Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
    • Competitor researchRivals' own homepages: Homa, "Game the system", data and tools that help creators "MAKE and PUBLISH hit games"; Supersonic, "Unity's mobile game publishing solution"; Kwalee, games "on Mobile, PC, and consoles with over 1 billion downloads".Source
    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
  • 20

    The new managers are the local face of Voodoo in Korea, Southeast Asia, China and Türkiye, and studios there follow developers in their own language.

    High impactMedium effort First result in 3 quarters Publishing Manager South Korea

    First action

    Record one Korean prototype review.

    How to measure it

    Sign-ups from local video

    Now
    –
    Target
    20 a month
    By
    3 quarters

    Steps

    1. 1

      Plan format

      Review and lesson.

      Publishing Manager - South Korea 2 weeks

    2. 2

      Pick studios

      Willing partners.

      Publishing Manager - South Korea 2 weeks

    3. 3

      Record

      Monthly.

      Publishing Manager - South Korea monthly

    4. 4

      Publish

      Local platforms.

      Publishing Manager - South Korea monthly

    5. 5

      Link

      Local pages.

      Website owner (Brand & Communications) monthly

    6. 6

      Measure

      Sign-ups.

      Senior Data Product Manager - Growth monthly

    First result
    3 quarters
    Cost
    Production time
    Owner
    Publishing Manager South Korea

    Smallest test

    Publish one episode.

    Why it works

    Make a short monthly video in each language: a partner studio's prototype review with the manager, and a lesson from it. Post on the platforms each market uses.

    It builds the managers' reputation and brings studios that already know how Voodoo works.

    Risks and how to handle them

    • Sharing unreleased games

      Show only with studio consent.

    Evidence

    • HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source
    • HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source

Wildcards 2

Unexpected experiments, each with a cheap way to test it.

  • 21

    Voodoo's careers pages draw many game developers and artists, and only some are hired. The Academy offers free training and rewards for prototypes.

    Medium impactLow effort First result in 1 month Talent Sourcer Growth

    First action

    Add the invitation to one rejection template.

    How to measure it

    Applicant Academy sign-ups

    Now
    –
    Target
    100 a quarter
    By
    2 quarters

    Steps

    1. 1

      Write invite

      Short and kind.

      Talent Sourcer - Growth 1 day

    2. 2

      Add to templates

      Game dev roles.

      Talent Acquisition 1 day

    3. 3

      Track

      Sign-ups.

      Voodoo Academy Lead monthly

    4. 4

      Follow

      Prototypes.

      Voodoo Academy Lead monthly

    5. 5

      Hand off

      Strong prototypes.

      Publishing Manager - South Korea ongoing

    6. 6

      Review

      Quarterly.

      Voodoo Academy Lead quarterly

    First result
    1 month
    Cost
    $0
    Owner
    Talent Sourcer Growth

    Smallest test

    Add it to one template.

    Why it works

    Add an Academy invitation to rejection emails for game development roles and track how many build prototypes.

    Applicants already want to work on Voodoo games; some become studios.

    Risks and how to handle them

    • Seen as dismissive

      Offer it as a real path.

    Evidence

    • Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source
    • Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
  • 22

    Real visitors pass Core Web Vitals (LCP 1.8 s, INP 111 ms, CLS 0). New language pages and media could slow it.

    Low impactLow effort First result in 1 week Website owner

    First action

    Write the performance budget.

    How to measure it

    Field LCP

    Now
    –
    Target
    under 2.0 s
    By
    2 quarters

    Steps

    1. 1

      Budget

      Size and scripts.

      Website owner (Brand & Communications) 1 day

    2. 2

      Test

      Each new page.

      Website owner (Brand & Communications) per launch

    3. 3

      Monitor

      Chrome UX monthly.

      Website owner (Brand & Communications) monthly

    4. 4

      Optimize

      Images and video.

      Website owner (Brand & Communications) as needed

    5. 5

      Report

      To publishing.

      Website owner (Brand & Communications) monthly

    6. 6

      Review

      Quarterly.

      Website owner (Brand & Communications) quarterly

    First result
    1 week
    Cost
    $0
    Owner
    Website owner (Brand & Communications)

    Smallest test

    Test the first local page.

    Why it works

    Set a performance budget for new pages, check Chrome UX data monthly, and test each new language page before launch.

    Speed keeps sign-ups high on mobile in markets with slower networks.

    Risks and how to handle them

    • Heavy media on local pages

      Compress and lazy-load.

    Evidence

    • Google PageSpeedReal Chrome visitors to voodoo.io pass Core Web Vitals: LCP 1.8 s, INP 111 ms, CLS 0 at the 75th percentile (Chrome UX Report; no lab result was returned).Source

03

How Programmable can help

Where an idea in this playbook is something Programmable builds or runs, it's listed here with what we'd do. Everything else is yours to run.

ProgrammableTalk

Fill the events in this plan

These ideas are events. Talk gets registrants for them and tells you who's coming and what their company does before the day.

Plan an event (opens programmable.talk in a new tab)
ProgrammableDigital

Show it, don't just describe it

These ideas need something to show: a demo, a video, an animation, graphics or a deck. Digital turns screenshots or the site into all of them, in the company's own brand.

Make a demo (opens programmable.digital in a new tab)
Website review of voodoo.io More example playbooks and reviews

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See every playbook and website review

Independent research. Programmable wrote this playbook from public sources, as they stood on October 23, 2026, and cites them throughout. Voodoo did not commission, review or endorse it, and Programmable is not affiliated with Voodoo. Company and product names are trademarks of their owners, used only to identify them. The ideas are suggestions and opinion, not professional, legal or financial advice, and not statements about how Voodoo runs its business.

Something wrong, or do you represent Voodoo? Email [email protected] and we will correct it or take it down.

30/60/90 roadmap

What to focus on in each month, and the ideas that carry it.

  1. Days 1 to 308 ideas

    Local publishing pages, page descriptions, one set of figures, the monthly creative brief, the news template and Academy tracking.

  2. Days 31 to 6011 ideas

    Case studies, local events, the ads report, shared creative pipeline, incrementality tests, Beach Bum non-paid plan, New Apps landing pages, direct brand demand, studio referrals, Japanese store listings and game-page credits.

  3. Days 61 to 903 ideas

    Commit to the big bets: the studio benchmark report, the free prototype score and local video series.

The research behind the plan

3 research areas, each summarised in a few lines. Open any of them for the full detail.

Customers

What customers say

Customers value simple, satisfying games that are easy to pick up. The most cited problem: studios: finding a hit and scaling it profitably.

  • For studios: coaching, tools and a team behind each launch
  • Rising user acquisition costs
  • In their words: “hybrid-casual”

Market

Competitive landscape

3 competitors compared: Homa, Supersonic and Kwalee.

  • Gap to exploit: Local-language publishing support in Korea, Southeast Asia, China and Türkiye
  • Homa: Smaller portfolio
  • Supersonic: Tied to one platform owner

Hiring signals

Voodoo is expanding publishing into new markets, with Publishing Managers in South Korea, Vietnam, China, Türkiye and Eastern Europe and a recruiter in China (ideas 1, 6, 7, 8, 15, 20); scaling its creative machine…

  • Publishing Manager - South Korea: Korean publishing growing fast. Ideas 1, 8, 20.
  • Publishing Manager - Vietnam: Face of Voodoo in Southeast Asia. Ideas 1, 6, 15.
  • Head of Growth: Paid and non-paid growth for Beach Bum. Ideas 11, 12.

From the team that wrote this playbook

All products
  • ProgrammableAgencyWorking AI systems in days, not quarters (opens programmable.agency in a new tab)
  • ProgrammableInfoAn agent that finds, researches and asks first (opens programmable.info in a new tab)
  • ProgrammableDigitalScreenshots in, an animated product demo out (opens programmable.digital in a new tab)
  • ProgrammableWatchKnow the day a supplier falls out of compliance (opens programmable.watch in a new tab)
  • ProgrammableTalkGet registrants for your events, and know who’s coming (opens programmable.talk in a new tab)
  • ProgrammablePageText what you need, your customer gets a page that works (opens programmable.page in a new tab)
  • ProgrammableCommunityForums with labelled AI members, never empty (opens programmable.community in a new tab)
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