Case study P03

Warner Music, the MLS Players Association and Paramount: turning partnerships into $50M in a week

Partners with huge fan bases brought new players in through the music and sports they already loved. Cross-promotion across our games turned that attention into a stronger economy.

Splinterlands logoSplinterlandsSr. Director, Growth MarketingOct 2021 – Dec 20243 min read
$50M+
Added to the economy in one week
3
Subsidiary game IPs
7+
Exchange listings negotiated

Context

Splinterlands had proven it could grow a player base. The next step was reaching people who would never search for a crypto card game, but who were devoted fans of a musician, a sports league or a beloved TV series.

I helped source and negotiate the Warner Music Group and MLS Players Association deals personally. Because the company had been so successful, we secured full rights to build games and sell digital products around their artists and athletes, on margins that were extremely favourable to us. We also signed a deal with Paramount for the rights to Avatar: The Last Airbender.

The thesis

The cheapest player to acquire is one who already loves something you can bring into the game.

The partner ecosystem

SplinterlandsCore game and economy
Warner Music GroupGames built with its artists
MLS Players AssociationGenesis League Soccer
ParamountAvatar: The Last Airbender
Exchanges7+ listings negotiated
Creators and guildsCommunity distribution

Each partnership gave us the rights to build games and products around the partner’s artists, athletes or titles, and each one connected back to the core Splinterlands economy. That is what made the network worth more than the sum of its deals: a soccer fan or a music fan who arrived through one game could discover the others.

Cross-pollination

01Partner fan baseMusic and sports fans
02Partner gameTheir artists and athletes
03Shared rewardsPromotions across games
04Core economyUpsell into Splinterlands
Each new game gives existing players a reason to return

The flywheel works by passing fans between games. A partner’s audience arrives through a game they care about, rewards and promotions introduce them to the rest of the ecosystem, and each new product gives existing players a reason to spend again.

Results

Cross-promoting marketing, rewards and offers across our games added more than $50M to the economy within a single week.

Alongside the partnerships, I negotiated exchange listings for SPS, the game’s governance token, on Binance, Coinbase, Huobi, Kraken, MEXC, Uniswap and other exchanges and liquidity providers.

The exchange listings were negotiated as business development rather than marketed. Legally, marketing could promote the game but not the token, so that line was held throughout.