A creative studio for mobile-game UA

Hooks that hold
the scroll.
Campaigns that
hold their lift.

We design cinematic, story-led hooks for mobile-game performance teams. Built to play out, not just trigger autoplay. Released at the cadence the platform demands.

The painful truth

Every UA lead loses the same three nights of sleep.

We've talked to performance teams across hyper-casual, mid-core, and live-ops. The script is identical.

  1. 01

    Winners die. Replacements don't show up.

    The hit that carried Q1 stops scaling in week eight. The auction punishes stale creatives within fourteen days. Your team can ship two follow-ups by then. Neither will land. CPI climbs. The CFO calls.

  2. 02

    You're forced to choose between volume and craft.

    Thirty creatives a month means lo-fi. Cinematic means six creatives a quarter. Performance demands the first, your brand can't survive the second. Most teams end up doing both badly.

  3. 03

    Your agency moves at the speed of a brand deck.

    Four weeks from brief to first cut. By the time the work lands, your top competitor has launched, copied a winning hook, and saturated the auction with their version of it.

What we do

A creative studio sized for performance demand.

We don't sell one polished spot. We deliver a system of hooks — dozens of angles, voices, openings, builds — each one a complete, broadcast-quality piece. The system fights creative fatigue the way it deserves to be fought.

01

Hooks engineered to hold.

Every spot is built around the first three seconds. We design openings around proven attention principles — pattern interrupt, motion entry, character framing, audio confrontation — so the platform's watch-through algorithms reward your spend.

02

Range, not a single bet.

A LevelViral cohort spans dozens of angles across multiple voices and visual languages. You stop gambling on one cinematic flagship and start running a portfolio. Statistical certainty replaces creative roulette.

03

A cadence the platform respects.

Weekly drops, not quarterly batches. Fresh angles arrive before your winners fatigue, your auction position never collapses, and your top-of-funnel maintains its lift through a full campaign cycle.

04

Cinematic, not stock.

Story-led narrative. Character continuity. Composed soundtracks. Editorial captions. Every drop reads as a piece of your game's world, not as a generic performance asset bolted onto your funnel.

The work

Three worlds. One craft level.

Selected hooks from current cohorts — narrative live-ops, premium anime IP, and casual puzzle. Different audiences, different visual languages, the same engineering of attention. Tap any tile to expand.

Train Ride First Concerto narrative open · 9:16
Genshin Impact Raiden · Power action hook · 9:16
Genshin Impact Zhongli character walk-in · 9:16
Train Ride Stray emotional cold open · 9:16
Merge Dale Transformation pattern interrupt · 9:16
Merge Dale Lily · Glow reveal discovery hook · 9:16
Genshin Impact Hu Tao mystery reveal · 9:16
Train Ride First Ride origin hook · 9:16
Merge Dale Impossible Choice decision hook · 9:16
Train Ride Vivian character-led · 9:16
Merge Dale Real · Garden gone photoreal hook · 9:16
Train Ride Martin authority voice · 9:16
Genshin Impact Xiao cinematic action · 9:16

Thirteen hooks across three live IPs. Each one a complete spot — opening, build, payoff, branded packshot.

How we engage

Four stages. One rhythm. Built for the way you actually spend.

  1. Stage 01

    Discovery.

    We map your game's narrative world, your top-funnel audience, and the angles your current creative is leaving on the table. You leave with a hook framework, not a vague brief.

  2. Stage 02

    Range.

    We design a cohort of distinct hook angles — protagonist arcs, set-pieces, mystery opens, authority voices, action cold-opens — calibrated to your audience and tested for hook hold rate before they go live.

  3. Stage 03

    Production.

    Every hook ships as a finished spot: cinematic visuals, composed score, editorial captions, branded packshot. Multi-aspect: 9:16, 4:5, 16:9 — every placement, no rework.

  4. Stage 04

    Refresh.

    Weekly drops keep your funnel from going stale. We watch your performance data, retire fatigued hooks, and deliver replacements before the auction notices.

How we read it

Every frame is graded. Every market move is mapped.

Each spot is scored against a frame-level rubric and benchmarked against what's winning in your genre this week.

Frame read

Every element of every hook is on a rubric.

  1. 01Hook architecture · 0–3s tension & payoff
  2. 02Face geometry & emotional legibility
  3. 03Cut rhythm, cadence, dwell
  4. 04Color, contrast, saturation pressure
  5. 05Opening frame & loop close

Market read

The whole genre, on the table, every week.

  1. 01Top creatives in your genre, weekly
  2. 02Competitor velocity & fatigue curves
  3. 03Format saturation by hook template
  4. 04Emerging trend signals before they peak
  5. 05Platform-specific hook rotation

What it moves

Hook hold · 3s

+8–14 pts

Typical lift vs the incumbent winner in your cohort.

Watch-through · 75%

+6–12 pts

Story-led structure earns the play-out, not just the autoplay.

IPM · first 14 days

+25–55%

Range & cadence compound on auction position.

What changes

The metrics that move when you stop gambling.

The dimensions every cohort is built around — and the ones we hold ourselves to.

Who you'll work with

The person you'll be on the call with.

Founder · CEO · Cyprus

Alexander Lebedev

  • 15+years in business development & digital marketing
  • 7+years in gamedev & mobile UA
Stop briefing single creatives.
Start commissioning cinematic ranges.

— LevelViral

Get in touch

Twenty minutes. Real work. Honest answers.

Send us your game, your current creatives, and your last quarter's funnel. We come back with three angles we'd ship in your first cohort — before any commercial conversation.

A creative studio · working with mobile-game publishers · 2026