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Quadral

Lessons from making game creatives.

Case studies and practical lessons from real production work.

How Portal Survivor built a creative system that kept producing campaign winners cover

Case study / Portal Survivor

How Portal Survivor built a creative system that kept producing campaign winners

How Portal Survivor paired campaign data with a scalable creative system to increase production and keep finding new paid-campaign winners.

Client-reported: 2-3x creative output · multiple top campaign positions

August 25, 2026Read article →
How a snappy Steam trailer helped Chef Knight reach #1 on New & Trending cover

Case study / Chef Knight

How a snappy Steam trailer helped Chef Knight reach #1 on New & Trending

How a fast, music-synced trailer helped a wholesome incremental game explain its real loop clearly and stand out during an exceptional Steam launch.

Client-reported: 40K+ units in two weeks · #1 New & Trending for 48 hours

August 14, 2026Read article →
How a 30-second jingle turned a mobile game into a cultural moment cover

Case study / Tap Tap Goose

How a 30-second jingle turned a mobile game into a cultural moment

A full creative system helped Tap Tap Goose turn a catchy jingle into millions of views, stronger conversion, and lower install costs.

2M views, 90.3% likes, approximately 20K installs

June 4, 2026Read article →
How a hobby indie game turned early traction into a strong Steam trailer cover

Case study / Gamblers Table

How a hobby indie game turned early traction into a strong Steam trailer

How a clear 30-second structure helped an already-promising indie game present its real progression more effectively on Steam.

100K+ prototype players, nearly 2K Steam reviews

May 24, 2026Read article →
How a solo indie developer grows with zero paid ads and real gameplay trailers cover

Case study / To The Trenches

How a solo indie developer grows with zero paid ads and real gameplay trailers

A one-time trailer order became an ongoing partnership built around honest gameplay, careful production, and zero paid advertising.

Six projects, zero paid advertising

April 10, 2026Read article →
How USP-first portrait screenshots beat a winning Google Play listing cover

Case study / Heroes of Fortune

How USP-first portrait screenshots beat a winning Google Play listing

How prioritizing the game's clearest selling points helped a portrait screenshot redesign outperform the previous Google Play listing.

Client-reported lift: +14.6% first-time installers · +5.2% retained installers

August 25, 2026Read article →
How top mobile games test ad angles before spending on video cover

Article / Static Creatives

How top mobile games test ad angles before spending on video

Five static ad formats studios use to discover hooks, validate angles, and decide what is worth scaling into video.

Five formats for faster creative testing

April 3, 2026Read article →
How two trailer angles helped CHAD reach nearly 10% CTR cover

Case study / CHAD: Galactic Mining Empire

How two trailer angles helped CHAD reach nearly 10% CTR

How two short trailers turned mostly static game assets into distinct world-building and progression pitches for a pre-registration campaign.

Client-reported: nearly 10% CTR · close to 30K pre-registrations

August 28, 2026Read article →
AdArcade article about Quadral's fake intro approach

Featured article / AdArcade

How to test misleading ads without completely abandoning real gameplay

How fake intros create a fast, low-cost way to test misleading concepts while keeping real gameplay in every creative.

Written by Pedro Dinis, AdArcade Founder

June 24, 2026Read on AdArcade ↗
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