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CASE STUDY

Jest
 

As Jest's first creative hire, I built the creative department from the ground up—recruiting and training designers and playable developers, establishing the production and review system, and directing performance creative across interactive, video, static, and AI-assisted workflows.

Built and scaled a multidisciplinary performance creative function from the ground up.

Company

Jest

Scope

Team Building · Performance Creative · Interactive · Video · Static · AI-Assisted Production

Role

Creative Director · 2025–2026

Jest.com banner with the Jest logo and app icons

Impact

480+

13 → 60

80K+

11

production-ready onboardings

monthly production at peak

tracked subscribers

team members at peak

Production scaled from roughly 13 to 60 per month at peak. 80K+ tracked subscribers during the period with subscriber reporting.

The Challenge

When I joined Jest, the company was scaling its gaming platform without an established creative department or production infrastructure. The challenge was building a creative operation capable of supporting multiple games, rapidly testing playable onboarding concepts, and producing video and static campaigns at scale.

We also lacked a centralized system for organizing creative requests, tracking experiments, and managing production. Beyond increasing output, we needed a repeatable process that could turn performance insights into stronger creative while exploring how emerging AI tools could accelerate production and expand creative possibilities.

My Approach

As Jest’s first creative hire, I built the department from the ground up and led a multidisciplinary team of designers and developers, establishing the workflows, tools, and quality standards needed to scale creative production.

I directed playable, video, and static advertising while building an end-to-end pipeline connecting research, concept development, production, QA, and launch with performance analysis and iteration. To organize this process, I built a Jira-style project and experiment tracking system in Notion, centralizing creative requests, production tasks, and testing workflows. I also integrated AI-assisted tools to accelerate production, expand creative possibilities, and maintain quality.

This approach helped scale output from roughly 13 to 60 playable experiences per month at peak, creating a repeatable system for testing ideas, learning from performance, and turning successful concepts into scalable campaigns.

Creative Workflow

Team

Recruiting · Onboarding · Training · Internal + contractor capacity

Production

Briefs · Concepting · Mockups · Development · QA · Launch

Creative Direction

Review systems · Feedback · Visual/UX standards · Final approval

Performance

Analysis · Scale/kill decisions · Iteration · Cross-title learnings

Research / Performance Insight → Concept & Brief → Mockup → Creative Review → Development → QA → Launch → Performance Analysis → Iteration / Scale

I established the review, feedback, and approval stages across this pipeline and remained involved from concept development through launch and performance analysis.

INTERACTIVE

Selected Interactive Work

A selection of interactive onboarding experiences designed to drive subscriber acquisition.

Dragon Candy

Original Cute, simple tap gameplay

Dragon Candy

Creative direction

Orbo: Idle Creature Collector

Long-form in-game tutorial

Orbo: Idle Creature Collector

Concept & direction

Farm Friends: Squish Pests

Tap-to-squish concept

Farm Friends: Squish Pests

Concept & direction

Farm Friends: Tile Match

Mahjong-style tile matching

Farm Friends: Tile Match

Concept & oversight

VIDEO

Selected Video Creative

AI-assisted UGC and production work, from concept through final edit.

AI-Assisted Production

I developed a workflow for producing consistent recurring AI characters across UGC-style campaigns, allowing us to test multiple concepts while maintaining recognizable talent and visual continuity.

Character Development

Reference / Consistency Setup

Shot Generation

Editing / Compositing

Final Ad

Outputs coming soon

Outputs coming soon

Outputs coming soon

Outputs coming soon

STATIC

Static Creative

Static creative gave the team a lightweight way to test hooks, characters, visual directions, and messaging alongside higher-production video and interactive work.

Coming soon

Coming soon

Coming soon

Coming soon

Impact

Creative produced across roughly 25 games

Designed onboarding outperformed direct-to-game in 10 of 13 comparable games in the available analysis

Median CPS improvement was roughly 58% across those comparable games

Episode Questionnaire: I originated the concept, and the team continued iterating on it as it expanded into a 36-test lineage that generated 5.5K+ tracked subscribers during the subscriber-tracked period.

~25

games with creative produced

10 of 13

games where designed onboarding beat direct-to-game

~58%

median CPS improvement

5.5K+

subscribers from the Episode Questionnaire lineage

What I Took From the Role

Jest reinforced my belief that scaling creative isn't simply about producing more. It's about building a system where teams can generate ideas quickly, measure them honestly, learn from performance, and turn those learnings into stronger creative.

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