Turning Tencent's Arena Breakout into a break out hit in 50 countries
The challenge: Launching an FPS into the world's most competitive mobile category
Mobile FPS is one of the toughest categories in gaming. Into that market, Tencent Magic Cube Studio launched Arena Breakout. The brief was ambitious and the constraints were real:
• Brand awareness outside the Greater China region was low.
• Initial download volumes underperformed internal targets.
• The user-acquisition budget was well below category leaders.
The team needed a UA approach that could buy attention efficiently in markets where the brand had no equity.
The strategy: Three pillars, one optimisation loop
We built the plan around three coordinated workstreams, fed by a single performance dashboard that allowed daily reallocation of spend.
Mainstream reach, format-matched creative
We ran paid placements across major platforms with creative variants tailored to each surface to gain recognition in the crowded gaming landscape.
Event-timed activations
Rather than spending evenly, we concentrated bursts around moments when FPS audiences were already in-market.
Precision targeting and continuous CPI optimisation
Using technical tools for precise targeting and cost management, we built lookalike audiences off the highest-LTV cohorts in the first few weeks, progressively excluding low-converting segments.
The results
Through targeted and strategic media placement, our efforts propelled Arena Breakout to global success:
- Top downloaded game in 50 countries
- 15M+ downloads
- 15% lower Cost Per Install (CPI) than the market average
Launching in a crowded market on a tight budget? See how we can apply the same data-driven approach for your brand. Book a free strategy session.


