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Case Study 02 · MatchStar 3D · Live Product, Growth Phase

Building a creative operation for a genre we hadn't worked in before

Gameberry Labs had built its marketing reputation on board games. MatchStar 3D was the studio's first puzzle game — requiring fundamentally different audience psychology and competitive positioning. The work was developing team capability, creative systems, and operational infrastructure for an unfamiliar genre while learning it simultaneously.

10–12
In-house creatives / bi-weekly
12–16
Vendor pieces / bi-weekly
4
Test phases
3.5×
IPM lift on breakthrough concept
MatchStar 3D — UA creative
Role
Associate Art Director, Motion Design
Stage
Live Product, Growth Phase
Team
Multi-pod — Motion, Creative Strategy, Storyboard, Vendor
Partners
Performance Marketing · Creative Strategists · Product · Analytics
Key Challenges
New genre — no existing playbook High-volume testing at pace In-house character animation gap Scaling to external vendors Parallel pod production Live performance feedback loops Shifting market landscape
01 — Where This Started

Ludo Star and Parchisi Star were successful titles using an established creative model. MatchStar 3D was the studio's first puzzle game. The core challenge involved developing team capability, creative systems, and operational infrastructure to discover and sustain creative language for an unfamiliar genre — while learning it simultaneously.

The playbook that worked for board games ran out at the door of MatchStar. What followed was building a new one — under live conditions, with the game already in market.
02 — Building the Operation

Two testing directions emerged as viable hypotheses: narrative-driven saviour-complex storytelling versus 3D tactile gameplay mechanics. Rather than committing prematurely, the team adopted a rapid prototyping principle — giving individual contributors genuine responsibility from research through execution, using iteration speed as the learning engine. The approach prioritized understanding why solutions worked, building evidence-reading capability into the team structure rather than concentrating it at directorial levels.

Creative Marathon mode: motion designers researched, developed, and pitched individual concepts, embedding market understanding throughout the team. LOC Testing Framework: structured output around distinct lines of communication, systematically testing different player motivations and visual registers. Gameplay Templating: repeatable production frameworks for 3D and 2D tactile formats reduced rebuild time, allowing designers to prioritize conceptual quality. Vendor scaling: external partners integrated through pre-production alignment, tight briefing, and iterative quality investment.

The team produced 10–12 in-house creatives and 12–16 vendor-created pieces bi-weekly during the tactile phase. When narrative became priority, volume reduced to 3–5 in-house and 6–8 outsourced, reflecting the greater craft complexity required.

03 — Growing the Team

The pivotal shift involved how motion designers worked. Early research struggles revealed the gap between executing briefs and originating concepts. Timebox marathon sessions were established where designers pitched researched concepts to the group, including the performance lead, with one non-negotiable standard: the match-3 mechanic had to remain present and legible.

The goal wasn't a team that executed briefs well. It was a team that understood the market well enough to generate their own.
04 — What Testing Revealed

Structured testing initially showed strong performance for non-narrative 3D tactile gameplay. A narrative concept — a dying child and mother in snow — then performed exceptionally on one cut, shifting production priorities and delivering a 3.5× IPM lift on the breakthrough.

Phase progression: Phase 1 — parallel 3D tactile and narrative testing; 3D tactile showed early strength. Phase 2 — narrative reintroduced; standout performer; production pivoted toward optimization. Phase 3 — narrative commoditized as competitors converged; storyboard artist hired for fresh angles. Phase 4 — original cinematic storytelling explored; reasonable performance met broader market saturation.

A critical insight emerged: 3D tactile worked because of end-to-end alignment — the hook matched what players wanted to do, and gameplay matched that desire. The signal was consistent across multiple tests, forming a recognizable pattern rather than isolated success.

05 — Being Honest About the Outcome

MatchStar ultimately faced structural retention challenges — difficulty curves correlating with IAP drop-off as players progressed. Narrative saturation added market pressure. These factors combined decisively against the game's commercial viability.

The distinction matters: the creative operation was generating structured evidence, reading it clearly, and adapting to market signals while building genuine capability. The game's commercial trajectory operated in conditions beyond marketing's control. The meaningful output wasn't measured in game metrics but in what the experience produced — a creative operation capable of structured experimentation at scale, designers thinking strategically, and frameworks for understanding creative-to-product alignment.

06 — What This Team Became

When Gameberry Labs approached Draw Match — its most ambitious, highest-stakes creative challenge — it entrusted the team built and refined through MatchStar. The performance lead, creative strategist, storyboard artist, and strategically-minded motion designers all emerged from MatchStar's demands.

That handoff is, to me, the clearest measure of what the MatchStar period produced. Not the metrics of any individual campaign — but the fact that a studio facing a genuinely new kind of problem looked at this team and decided it was the right one to solve it.
Credits

Creative + Art Direction by Yaseen Malik. Multi-pod team in Bangalore (motion, creative strategy, storyboard) with external vendor partnerships in India and Vietnam for art asset and animation overflow. In partnership with performance marketing, creative strategists, product, and analytics at Gameberry Labs.

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