Genie
The content production platform for game studios

The production layer for live mobile games

IP in once. Every asset out. On brand, at LiveOps speed.

The problem

Your calendar was designed around lead times. Not the game.

In a live game, the calendar is the product. Events, offers, limited-time content. That's where the revenue is.

But a meta feature took ninety days, so planning happened in quarters. The calendar got filled with what production could deliver, not what the game needed.

The loss is never an asset. It's an event that didn't run, an offer that was never tested, a campaign cut in planning for lack of room, and a slot on the calendar doesn't come back.

Q3 · LiveOps calendar
3 shipped · 9 didn't fit
Summer event
Shipped
Weekend flash sale
didn't fit
Offer A/B test
never tested
Character bundle
didn't fit
Season pass art
Shipped
Mini-game skin
lost the fight
Holiday teaser
didn't fit
Localized push
didn't fit
Meta feature
Shipped · 90 days
Collab event
didn't fit
Store refresh
didn't fit
UA refresh
didn't fit

One system. Every surface.

Genie learns your game's IP, style and rules once, and holds them across everything the game ships. One source of brand truth feeding every surface.

Genie
Your game's IP
In-game offer art
In-game offers & store
Meta and core game art
Meta & core content
CRM and lifecycle creative
CRM & lifecycle
UA and marketing creative
UA & marketing
Social and community creative
Social & community
04 · What changes

Volume. Variance. Velocity.

Volume

More events, more offers, more content per quarter. Same team, same brand.

Variance

Four variants instead of one. Testing becomes how ordinary content gets made.

Velocity

Days instead of months from idea to live. An event becomes a test you run, not a bet you can't afford to lose.

In production today

Numbers from Bingo Blitz, running Genie in live production. Not a demo.

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days — feature art production
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more features shipped, same team
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saved on production

Your team stays in charge.

Genie
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