Admiral Media is a specialist mobile game user acquisition agency. We scale profitable installs across Apple Search Ads, TikTok, Meta and Google UAC, steering on D30 ROAS and payback, not install counts.
Admiral Media is a specialist mobile game user acquisition agency for studios and publishers. We plan, build and run paid UA across Apple Search Ads, TikTok, Meta, Google UAC, AppLovin and Unity, measure SKAN-native with predictive LTV, and steer every cohort on D30 ROAS and payback. We have scaled strategy, RPG, puzzle and casual games across North America, Europe and LATAM, managing EUR 5.8M+ in monthly gaming ad spend.
Three games we scaled profitably. The numbers come from the studios and our own reporting, never industry averages.
Game UA stalls when the creative goes stale. Our AI Creative Factory ships a constant stream of fresh hooks, formats and concepts across every genre, so the algorithm never runs dry. Below are real ads we built and ran for live games. For Star Chef 2 the same engine meant 60+ variations a week and a 55% lift in CTR.
A closed loop, not a campaign. Every cycle feeds the next with sharper creative, cleaner measurement and more profitable spend.
SKAN schema, conversion values, tracking and creative review.
Channel mix, pLTV bidding plan, creative concepts.
Fresh creative weekly, fast hook testing, geo and bid moves.
Cohort ROAS, payback and predictive LTV, SKAN-native.
Push spend where payback holds, protect efficiency.
Cheap installs are easy. Profitable players are the job. We model every cohort from D7 to D90 and only scale spend where the curve crosses into payback.
Channel agnostic. We put budget where your players and payback are, then scale it.
Advantage+ and manual buying for broad, profitable reach.
Creative-led growth where game audiences actually are.
UAC across Search, Play, YouTube and AdMob.
Own App Store intent at the moment of download.
Rough CPI ranges we see across scaled games. Use them as a directional sanity check on your own numbers, never as a target or a promise.
We run game UA all day. We know SKAN, playables, hook fatigue and genre economics, so you do not pay us to learn.
An in-house AI Creative Factory feeds the algorithm fresh hooks every week, the single biggest lever in modern game UA.
The people who plan your UA are the people who run it, with the founder close to every account.
D30 ROAS and payback, not vanity installs. We push spend only where the cohort math holds.
A sample from scaled Admiral engagements across gaming, subscription and consumer apps. No anonymous quotes, no manufactured praise.
We achieved our goals and Admiral Media was able to outperform our own initiatives, thanks to the successful optimisation.
Exceptional expertise in user acquisition and creative strategies. What truly sets them apart, for me, is their commitment to knowledge.
With the Admiral team we scaled our paid social spend by more than 200% while hitting our target ROAS.
Founder & CEO
Andre founded Admiral Media in 2019 after leading marketing at some of Europe’s fastest-scaling apps, as Head of Marketing and CMO at LOVOO, fleek by Zalando and Mr D Food. He still sits close to every account. The team scales strategy, RPG, puzzle and casual games across North America, Europe and LATAM, with senior operators running the work, not junior account managers.
Admiral Media is a specialist mobile game user acquisition agency. We plan, build and run paid UA across Apple Search Ads, TikTok, Meta, Google UAC, AppLovin and Unity, produce performance creative weekly, measure SKAN-native with predictive LTV, and steer every cohort on D30 ROAS and payback.
Meta, TikTok, Google App Campaigns, Apple Search Ads, AppLovin, Unity, Snap and programmatic DSP. We are channel agnostic and put budget where your players and payback are.
Strategy, RPG, casual, puzzle and management games, from studios scaling a proven title to publishers launching into new markets. We have scaled games across North America, Europe and LATAM.
We design the SKAN conversion-value schema around your economics, model the gaps deterministic data cannot see, and bid on predictive LTV so we can act before the full picture lands. We report on cohort ROAS and payback, not just installs.
A user acquisition agency that lives in game UA already knows SKAN, playables, hook fatigue and genre economics. You do not pay us to learn on your budget, and our creative engine ships fresh concepts every week rather than letting creative go stale.
Consider outside support when a live game has enough player and revenue data to evaluate acquisition, but the team lacks channel expertise, creative testing capacity or time to investigate a sustained performance decline. Spend alone is not the deciding factor. For a soft launch, first define what you need to learn about retention, monetisation and acquisition cost. If those basics are unresolved, scope a diagnostic or a limited test before a wider scaling engagement.
First compare cohorts at the same age, using the same revenue definition and attribution window. Then separate changes in acquisition cost from changes in retention and revenue per player, broken down by operating system, country, channel and creative. Check recent tracking, pricing and game updates before treating the decline as a media-buying problem. For a hybrid-casual game, inspect ad revenue and in-app purchases separately as well as together. A lower D7 return needs context from later payback; it is not a reason on its own to increase spend or replace an agency.
Before testing, record the source for spend, installs and revenue, the attribution window, cohort dates, currency and whether revenue includes ads, purchases, refunds and platform fees. Use comparable cohorts and distinguish observed revenue from forecast lifetime value. Where ad platforms, your measurement partner and internal reporting disagree, document the difference and agree which view informs each decision. Set the payback target around your game economics rather than a universal D7 or D30 threshold.
Define the player motivations and gameplay concepts to test, then separate genuinely new concepts from hook, edit, format and language variations. Agree on the assets the studio supplies, review responsibilities, channels, test budget and the evidence needed to continue, revise or stop a test. Connect creative results to player quality and revenue as well as clicks and installs. Production volume should fit the available testing budget and approval capacity; a large variation count alone does not show that a concept works.
Share your game and store links, launch stage, target countries, operating systems, monetisation model and current monthly media spend. Add the problem you want to solve, your current channels and measurement setup, the work your team already handles, and your intended timing. A summary of recent cohort performance is useful; there is no need to send account credentials or player-level data in an enquiry. These details help us assess fit and discuss a scope and fee. Media spend, agency services and creative production should be clear in the agreed scope.
We review your funnel, channels, tracking and creative, then show you exactly where growth and payback are leaking, and how to fix it.