Want to launch a mobile app but don't have a bottomless pit o money to spend on marketing? We've distilled several years worth of experience, tips, insights and more, all gained from launching real apps which have gone on to sell millions.
Aimed at first-time developers and smaller publishers or anyone interested in learning about app marketing.
Download the full guide from our website at www.bigideasmachine.com
2. Whilst many people assume app marke2ng begins and ends with ge7ng
the media to write about an app, the reality is that it’s just a small part of
a much bigger process.
The truth is that marke2ng apps may not require super-‐secret skills, but
it does take huge amounts of 2me and effort -‐ something that a lot of
developers simply don’t have. ‘App Marke2ng’ is a big, messy label that
can cover many different areas.
We’ve tried to condense the best and most useful 2ps we’ve added to
our own arsenal, so that you too can become an app marke2ng expert.
cheers! the Big Ideas Machine team
3. In today’s era of self-‐published mobile
games and apps, success stories like Tiny
Wings, Flappy Birds, Crossy Road and
many others paint a roman2c picture of
small bedroom coders finding untold
riches armed with a simple idea and some
good luck.
The truth is that breakout mega hits like
Tiny Wings are incredibly rare, and that
the success of an app relies largely on hard
work plus a large dose of good fortune.
unfortunately, in the increasingly
sophis3cated world of app marke3ng, hope
no longer cons3tutes a strategy when you’re
up against millions of other apps.
4. Just to drive home how liNle
prepared most app developers are
when launching their apps, a 2013
survey of over 1,000 app developers
by mobile adver2sing network
Appflood found that over 80% of
small developers and 40% of medium
and large developers had allocated
$5,000 or less for marke2ng.
When apps in the most compe22ve
categories such as mobile games can
cost upwards of $150,000 to
develop, $5,000 is a 2ny amount -‐
hugely dispropor2onate to the cost
of ge7ng the app built.
5. Let’s be blunt -‐ there’s a huge amount of crap on the app stores,
so your first aim should be to not add to it. There’s just no good
reason to create a terrible app! Customers won’t want it -‐ if they
try it then they’ll just give it a terrible review before uninstalling
it -‐ journalists won’t even bother reviewing it, and if they do then
they’ll pan it.
Worst of all, you’ll be robbing yourself of the top prize -‐ app
store promo2on. What most developers really want is for Apple
or Google to feature them -‐ and you sure as hell aren’t going to
get featured if your app is terrible.
QUALITY, QUALITY AND MORE QUALITY
6. Stats from app analy2cs firm Flurry clearly demonstrate the challenge of customer reten2on, which is
closely linked to app quality. This chart shows the percentage of customers that con2nue using an app
a^er the ini2al install. From the ini2al total of users installing the app in month zero, a^er three months
only 24% of them are s2ll using the app. A^er 6 months, this percentage shrinks to 14%, and by 12
months only 4% are le^.
7. Research from Localy2cs found that roughly a quarter of apps were abandoned a^er a single use, and
the number of apps that are opened 11 or more 2mes stands at a mere 34%.
8. The most important thing in defining what makes a quality app is to benchmark the compe22on. Spend
some 2me looking at the category you’re going to be targe2ng, take some 2me to play around with
other apps, and look around at what the users and the review sites are saying.
A problem we see 2me and 2me again is that many developers are too close to their apps and simply
can’t see the wood for the trees and tell objec2vely if it’s good or not. So the first thing to do is get
feedback from friends and family, and giving out beta builds via your iTunes Connect account or Hockey
App will go a long way to helping you get some honest feedback.
It’s an age old cliché, but
knowledge really is power
9. Whatever you do, don’t rely on the app stores as some kind
of beta tes2ng and feedback mechanism.
Firstly the app store owners -‐ especially Apple -‐ don’t like you
doing it. Secondly, never bank on ge7ng any kind of
meaningful feedback from user comments; of customers that
try your app, only a 2ny percentage of them will ever be
bothered to leave feedback, and those that do are not going
to give you any kind of quality feedback.
“Terrible app, uninstalled it immediately” accompanied by one
star does nothing at all to tell you specifically why a customer
uninstalled your app.
10. If your app is a quality one, then reviewers will actually be
interested in it. Reviewers see hundreds of new apps of
varying quality a week, so for every 100 apps they review it’s
likely that only one or two are actually worth someone’s
money.
So before you release your app into the big wide world, spend
some 2me looking at the category you’re going to be
launching it into, take some 2me to play around with other
apps and look around at what the users and the review sites
are saying about the compe22on.
If you’re able to clearly express to customers and reviewers
why your app is genuinely different and why it’s worth some
of their hard earned cash then you’re already one step ahead
of the compe22on.
reviewers see
hundreds of new apps
of varying quality a
week, so for every 100
apps they review it’s
likely that only one or
two are actually worth
someone’s money”
“
11. Even with the best planning, there will be surprises and
uncertain2es; but in such a compe22ve industry, you absolutely
cannot spend 2me and money building an app without having a
detailed strategy for (hopefully) success.
Research from VisionMobile has shown that fewer than 50% of
developers manage to stay above the ‘app poverty line’ -‐ that is,
earning more than $500 per month -‐ and a staggering 83% of the
apps on Apple’s App store don’t even make it into the top 300 in
a category.
These have been called ‘zombie apps’, languishing in app store
purgatory, forever undiscovered and undiscoverable.
HAVE A PLAN OF HOW TO
GET YOUR APP NOTICED
having an attitude of
‘if we built it, they
will come’ is pretty
much a guaranteed
recipe for failure.”
“
12. build yourself a strategy checklist
What’s my social media strategy?
What’s my marke2ng strategy and 2meframe?
What’s my business model for genera2ng profit?
What’s my development/ marke2ng/adver2sing
budget?
How will I reach out to the media?
What is the USP (Unique Selling Point) of my app?
How will I posi2on my app against the compe22on?
What’s my tes2ng and customer research strategy?
How am I going to pitch my app to the media?
Will my app be freemium, premium or a combina2on?
How am I going to get my video produced?
What’s my pre-‐launch hype-‐ building strategy?
How do I showcase my app to Apple and Google?
How do I fill the acquisi2on funnel?
What’s my localisa2on strategy?
What’s my update roadmap?
build yourself a strategy checklist
One way to create a strategy for your app development and launch is to create a checklist of ques2ons, and
find answers to them. Here are just a few you should be considering:
14. The best way to explain the fundamentals of app
marke2ng is to visualise the journey that people
take when they browse an app store.
Star2ng at the top of the funnel, you have the
point where people first visit the store. They could
be ac2vely looking for a par2cular app, or just
browsing what’s new. The important point is that
from this point forward, every poten2al customer
for your app will make decisions that will diminish
the chance of them installing and using it. The user
acquisi2on funnel is a bit like a bucket full of holes,
so you’ve got to minimise the leakage at every
stage.
There’s no point in focusing all your efforts on just
one aspect of the app store experience; success
comes from the way all the stages fit together as a
whole.
Different stages of the funnel can also be
op2mised in different ways. For example, lots of
successful app developers regularly experiment
with their app store icons, or even use different
icons on different stores as a kind of A/B tes2ng.
Changes that deliver an improvement in discovery
and engagement can then be incorporated, with
each small incremental improvement adding to the
overall presenta2on of the app.
The app store is a place crammed full of shiny
things that will distract your poten2al customers
every single second they are there. By
understanding the different stages of the funnel,
you can refine and monitor each point at which
consumers make a decision in order to maximise
the installs you generate.
15. The way your app is presented on the store is o^en known as ASO -‐ App
Store Op2misa2on -‐ and concerns the overall impression your app
creates.
Think of it in terms of a shop window display, with you wan2ng to make
enough of an impact to get consumers through the door. App stores are
no different; the combina2on of the look and feel of your app, plus how
interes2ng, fun or useful it seems is the key to grabbing the aNen2on of
people browsing yours and other developers’ apps.
FIRST IMPRESSIONS
COUNT - SOME ASO TIPS
16. The name and icon you choose can literally make or break your app,
as they are probably the main thing that people rely on when
browsing. Both of these (plus the amount of stars your app has) will
ul2mately govern whether a user ever clicks through and decides to
take your app for a spin.
So it’s really worth taking 2me to refine your icon. Take a look at
your compe2tors as well as understand current design trends (flat
versus 3D, skeuomorphic, etc). It’s also worth taking a look at
Google’s material design guidelines as it will o^en prefer apps that
adhere to its latest aesthe2c. When it comes to great icon design, we
really like the 2ps and examples at www.pixelresort.com
NAME
AND ICON
the bottom line: imperfect app names force shoppers to work harder,
and that will mean fewer downloads. for all of the time you put into
developing the app, isn’t the name worth the added effort?” Interbrand“
17. You don’t need to be a modern day Shakespeare, but ge7ng a
professional to write your marke2ng copy can make a world of difference.
Think about how your app descrip2on will look on the app storeS: have
you packed the biggest punch possible into your text, making the reader
really want to click on ‘more’ to read on?
And don’t forget that your app descrip2on is a living thing. As you get
more posi2ve reviews, more comments and add more features, you’ll
want to anchor a lot of these at the beginning of the descrip2on for
added impact. The app descrip2on is a sales tool for you to persuade
someone to try your app, so if you can let them know that you’ve got a
great review, been lucky enough to have a million downloads or have just
added some new features then it can make all the difference.
APP
DESCRIPTION
translate your description into English, French, Italian, German, Spanish
and Portuguese. Why? Because being in a local language increases your
chance of sales“
18. We’re going to assume that you’ve already made an app that looks great.
However, it never ceases to amaze us how many developers simply don’t
do their apps jus2ce when it comes to selec2ng screenshots.
All screenshots should show your app off in the best possible light, as well
as show a good breadth of content or features. If it’s a game, make sure
that you’ve captured screenshots across the en2re game, and not just the
first ten minutes; if there are 100 levels in the game, then show off the
best looking ones.
And if you are going to be using the screenshots on the app stores, it’s
useful to overlay some text that helps explain what the screenshot is
showing, such as key features or the unique selling points of the app.
SCREEN
- SHOTS
HOT TIP: If your game works best in landscape view, don’t worry: people
will happily turn their phones on the side to look at screenshots if you
upload images in landscape orientation rather than portrait.
19. Ensure that you use a proper keywords tool for the App Store. For iOS
there are several paid ones such as Appcodes and Searchman. App Annie
also has a free keywords research tool you can use. For Google Play it’s
less straighporward, but the 2tle should carry a keyword, and the main
app descrip2on should include words or phrases you want associated
with your app when people search for it.
Both Apple and Google have added the ability to include video trailers to
your app page -‐ so use it! We’re constantly shocked by how many pages
don’t include video. Why on earth would you be given a free promo2onal
slot and ignore it? On the App Store videos are limited to 30 seconds and
you can only show in-‐app footage, whereas on Google Play you can preNy
much show what you want.
KEYWORDS
& VIDEO
HOT TIP: If you do put a video on Google Play then use a unique link from
YouTube rather than embed the video directly, as this way you can see how
many unique views you are getting versus pageviews and downloads. This all
helps with your conversion rate calculations.
20. Sadly, there’s no way to cheat this part -‐ it only comes from crea2ng
an app which is good enough to mo2vate people to rate it 4 or 5 stars.
Some2mes, app updates can include bugs that get missed by tes2ng,
so whenever you change or update your app, keep an eagle eye on the
reviews as o^en people will be very vocal about problems -‐ and you need
to fix them quickly if you don’t want your overall review score to drop.
We also see a lot of new apps that don’t have any reviews at all. Because
recommenda2on and word of mouth is one of the most powerful
influences on purchasing decisions, it is a common reac2on to think
that an app with no posi2ve reviews must not be good. A lack of reviews
can create a nega2ve response, which in turn makes it even harder to
encourage people to leave posi2ve reviews. You only need to reach a
small but cri2cal mass of reviews before they will be shown, so
encourage users of your app to leave reviews.
positive
reviews
21. Before you approach any press with informa2on
about your app it’s essen2al to understand what
they are looking for -‐ otherwise your pitch has a
beNer than good chance of falling on deaf ears.
Luckily for you, this job is a whole lot easier since
we created the first ever survey of app reviewers,
and it’s free to download from our website
www.bigideasmachine.com. The next few slides
cover a few of the essen2al insights and 2ps.
GIVE THE MEDIA
WHAT THEY WANT
22. journalists reject a pitch is because the sender has
an ‘inability to concisely explain the app’s features
in the pitch email’. You should be able to state
clearly what your app is, what is does and why it’s
different or unique -‐ and do it in just a few
sentences.
Remember, an app reviewer will likely see
hundreds of apps and be able to automa2cally
benchmark yours against others that they have
tried just from your ini2al pitch. If you can’t clearly
and concisely explain your app and its best selling
points, then you need to seriously rethink your
approach.
If you’re going to approach a journalist to review
your app then you’ve literally seconds in which to
grab their aNen2on. Some receive up to 50
app pitches a day -‐ a staggering 13,000 a year!
Unfortunately for you, over 40% of journalists we
asked said they reviewed fewer than 10% of the
apps they were pitched. Overall, some 70% of
journalists said they write about fewer than 30%
of the apps they see – giving the average app a
less than one-‐in-‐ three chance of ge7ng coverage.
According to our survey, one of the main reasons
BE CLEAR & CONCISE
over 40% of journalists we asked said they reviewed fewer than 10% of
the apps they were pitched”
“
CLEAR CONCISE
23. “You have two second to impress me, so make
them count. This means a strong first
sentence and screens or video. Give me
something to look at, and if you can’t do
that, you’d better be damned sure to hook me
with some well written copy that doesn’t
feel desperate, apologetic, or rambly. You
know why I should be covering your game, so
don’t pussyfoot around.”
Jim Squires
editor-in-Chief, Gamezebo
24. Journalists are actually real people w
ho like to
be approached in a friendly and genuine m
anner.
You don’t need to be w
acky, preten2ous or ‘out
there’ for them
to respond to you.
Just be yourself, w
rite a clear and concise pitch,
and you w
ill increase your chances of them
responding. D
on’t just cut and paste a press
release, actually take som
e 2m
e to say w
hy the
app is w
orth a look via a few
bullet points.
We can’t stress enough how important it is for
you to send the right pitch to the right website. In
our survey, almost 60% said that the main reason
they reject an app for review is simply because it’s
not relevant for their readership.
There’s no point sending generic emails to every
journalist you can find in the hope of ge7ng a
response, or offering an iOS app for review to an
Android site. This kind of mass spamming and
irrelevance gets you nowhere. BeNer to focus on
the best sites and sending personalised and
tailored emails than spamming 500 busy
journalists with something star2ng “to whom it
may concern.”
BE RELEVANT
BE
g
en
u
in
e
25. “Think about what makes your game
unique and how that could be turned
into an interesting headline.
Research the sites that you most
want to cover your game. Figure out
the perfect person on staff to cover
your game, and send it directly to
them instead of a generic address.”
Mark Brown
Editor, Pocketgamer
“Think about what makes your game
unique and how that could be turned
into an interesting headline.
Research the sites that you most
want to cover your game. Figure out
the perfect person on staff to cover
your game, and send it directly to
them instead of a generic address.”
26. Remember, it’s up to you to give journalists
everything they need in order to review
your app, and to make it as quick and easy
as possible. If you have an iOS app then you
may also choose to give them a promo code
so they can just get the app and try it. You
might want to limit alloca2ng promo codes
to the top 20 reviewers as you’ll have a
limited amount that you can use.
Because journalists have very liNle 2me to make
a decision you can help them out by sending good
screenshots of your app. Embed the screenshots in
the body of the mail -‐ so they are instantly
viewable, and also because emails with
aNachments o^en go into spam filters -‐ and put a
link to a Dropbox or Google Drive folder if you
have more screens you’d like to share.
A video is essen2al to really give someone a
flavour of your app. There’s no need for anything
too amazing or flashy; a 30-‐60 second video on
YouTube can really help them see what your app is
about and if it worth reviewing. Remember to flash
up some key features on the screen to guide the
viewer as to the app’s unique selling points.
BE visual
BE helpful
27. “More media is always better - Images,
YouTube links, a website, animated .gifs
embedded in the email (.gifs are actually a
*great* way to get attention, at least
initially), etc. If they have to work to find
out what your project looks like there’s a
very good chance they simply won’t bother.”
Rob Rich, Editor-in-Chief, 148 Apps
28. qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
qualityquality
Journalists don’t like to be bugged,
badgered or chased -‐ they are busy
people! If you send a mail and don’t hear
back, then chances are they are not
interested -‐ so don’t keep emailing.
The media hate to receive mul2ple emails
about your app; journalists either want to
know more/review your app or will simply
not saying anything. They don’t have 2me
to issue polite apologies and rejec2ons.
We’ve already covered this off earlier so you
preNy much get that quality is the #1 thing
we tell people all the 2me. Your app has to
look great, work well and do something
really well or genuinely new. There are just
too many other apps out there for reviewers
to even consider an app that’s got bugs or
hasn’t been really well designed and polished
-‐ so before you pitch it, make sure you’ve got
feedback from friends and colleagues, and
also that you’ve benchmarked against other
apps out there. You can be sure that if your
app has any obvious faults, a journalist will
quickly spot them.
BE
PATIENT
29. of apps they are pitched
40%of journalists
we polled review
fewer than
more than
10%
58%of app reviewers
commonly reject
apps for not
being relevant;
42%because they are
poorly explained
30. Let’s be brutally honest: ge3ng
your app reviewed rarely leads
directly to massive volumes of
installs. Media coverage is a part of
building long-‐term awareness for
your app and your brand -‐ alongside
social media and other marke?ng
tac?cs.
spread the word
There are two different objec2ves when reaching out to the media about your app; trying to get it
reviewed, and crea2ng buzz and awareness. These may sound like the same thing, but o^en it means
speaking to completely different people.
And remember, you don’t have to wait un2l an app has launched to begin promo2ng it. Depending on what
your app is, some2mes it’s a good idea to send out a preview pitch or press release with some screenshots
a few weeks before the actual launch or even offer media the chance to preview it.
31. news sites & blogs
There are many news sites that could feature your app.
Some may be plaporm-‐specific and cover either Android or
iOS apps, whilst others may target hobbies and interests
outside of mobile such as movies, games, lifestyle, sports
etc.
As well as general news sites, it can also be really good to
target specialist blogs that may be relevant to your app.
newswires
Paying to post your news on a newswire can be really good
for search engine op2misa2on as well as giving your app
the chance of being no2ced by journalists. Lots of sites
take their news from an RSS feed direct from newswires.
Some good news wires are Realwire or PRWeb and if you
want an iOS specific newswire that’s very cost effec2ve
then you can try prMac. GamesPress is also essen2al for
games and has a free op2on to post your news.
forums
Forums and sites like Reddit are a great place to get in with
the grassroots of a community. If you have the 2me there
are masses of special interest forums that probably 2e into
your app, but beware -‐ the people who use forums can be
very vocal and don’t take well to spam and hardcore
marke2ng messages. Don’t go into forums and start
pos2ng promo2onal messages willy-‐nilly otherwise you
could receive some nasty responses from the more
dedicated members of the community.
don’t forget your own marketing
channels
This largely applies to established businesses, but we see
far too many companies create an app and forget that they
have a lot of available channels they can u2lise to spread
the word. Most companies have a lot of marke2ng
channels including websites, TwiNer and Facebook pages,
newsleNers and a plethora of other channels they can draw
on to spread the word.
32. “Treat us like human beings. Too
often, the pitching and press release
process feels cold and inhuman,
especially when trawling through
dozens and dozens of potential games
on a daily basis. If you treat us kindly
and with some respect, you’ll get it in
return. You’ll be more likely to get
responses from us. And we’ll pay more
attention to you in the future.”
.”
Carter Dotson, Writer, Touch Arcade
“ ““Having a small budget (or even none)
for marketing an app means that you
need to get creative in many ways. You
probably won’t be able to make a lot of
custom artwork so try to focus on high
quality screenshots....being creative
also means that almost every
marketing idea is a good one as long as
you are able to implement it. Don’t be
afraid of your unique ideas!”
Marcin Traczyk, PR Specialist,
Tequila Games
33. realise your own potential - create
some great content marketing
In fact, you can create great
content for liNle or no money that
helps your app get no2ced. You
can then use this content to
engage with customers through
the many different channels at
your disposal. Here’s a few
examples of content that you can
create to support your app
launch.
If you’re a developer then you likely don’t realise
that you’re si3ng on a goldmine of content which
can be used for marke?ng your app.
34. videos
Customers love videos as they are so easily diges2ble and
really convey your app’s strengths. We’ve already spoken
about the benefit of having a video, but there are lots of
different styles and approaches, beyond the simple app trailer:
making of/behind the scenes video -‐ a series looking at
different aspects of your app and how it was made. If it’s a
game then this could be artwork, sound, gameplay, features
and more.
featurettes -‐ a series of short movies looking at key facets
of the app itself. These can
be 1-‐2 minutes long with a voiceover.
preview and launch trailers -‐ preNy obvious really, but
should be no more than one minute long.
strategy videos -‐ great for games. These can be captured
via screencasts from the developer with narra2on on key
levels or aspects of the game, or could even be a walkthrough
or 2ps and tricks to win.
live twitch events -‐ Twitch can be an exci2ng way to
engage with customers. Just look at the engagement
Bossa Studios had for their quirky 2tle Surgeon Simulator
thanks to their Twitch channel.
developer diaries
Customers are o^en fascinated by how an app is made and
will gladly read blogs/diaries to follow progress. Why not write
your own, sharing photos, video, and really ge7ng your fans
involved?
artwork
Customers o^en like to see concept art which you may have a
lot of and can easily trickle out via social media and blog
posts. Artwork made into a limited edi2on signed print is also
great for compe22ons and giveaways.
guides, walkthroughs and wikis
Did you know that strategy guides and walkthroughs are a
major driver of traffic to game review sites? No one knows
your game beNer than you, so crea2ng strategy guides or a
walkthroughs can be a great way to engage with interested
customers. These can be printed or video form. If you have a
complex product or game then crea2ng a wiki and even
involving the community in helping shape it can be a great
way of both crea2ng content and also engaging with fans on a
grassroots level.
35. “A video showing gameplay is
always hugely helpful in the initial
filtering process: a chance to see a
game in motion with just one click
and 10-20 seconds viewing can be
the key to standing out in a
crowded inbox.”.”
Stuart Dredge, technology reporter,
The Guardian
“ ““Don’t just blindly send emails -
make connections, use Twitter to
connect. Talk with a few
journalists whose work you like via
Twitter, then once you are ready
to hype your game you are more
likely to get a response if they
know of you. Whatever you do,
make it personal. ”
Jeff ScoE, Editor, Slide to Play
36. get into the mindset of your customers
The more you know about your app, how it’s
performing and what people are actually doing with
it, then the more you can keep refining both it and
your app marke2ng strategy.
There are some excellent free tools for doing this,
plus Social media is also a great way to gain insight
into what customers want and to engage in a
dialogue.
You can also use your app store pages to invite
customers to follow you on TwiNer and Facebook
and to leave comments which you can respond to.
HOT TIP: Google and Apple make it easy for youto monitor your app pages. Apple
offers its own app analytics via iTunes Connect, and you are already able to integrate
your Google Play page with Google Analytics to understand that conversion funnel.
37. “Build relationships with other developers
who have a user base, allowing you to do
impression exchanges. Promotion in your
games in exchange for promotion in
theirs.
Maintain an active social media presence,
and a website with playable demos or
browser version of your game. Distribute
branded flash versions to free2play games
portals – we reach 100K new users per
month through other websites for free.”
Paul Collins, Managing Director, SGck Sports
“ “It’s obviously impossible to
guarantee, but make your app
remarkable in some way - make
it stand out, and then somehow
find a way of getting it in front
of someone with a contact at the
App Store or Google Play”
Charles Chapman, Director,
First Touch Games
“
38. Once you’ve launched your app it doesn’t end there. You’re bound to have some more updates as 2me
goes on, and these are great opportuni2es to keep interest in your apps fresh and aNract new
customers. The hints and 2ps in this guide are just the 2p of the iceberg: promo2ng an app is not a dark
art, it’s just something that requires investment of 2me and resources if it is to be done well.
The sheer volume of places that review or discuss apps is growing exponen2ally, requiring close
monitoring if they are to be incorporated into a successful app promo2on program. If you factor in the
emergence of more and more app stores then this can seem like an overwhelming task.
We hope that you’ve found this guide useful and if you have any ques2ons or need more help then we’ll
be only too happy to lend a hand.
some parting thoughts….
promoting an app is not a dark art, it’s just something that requires
investment of time and resources.”
“
39. We are Big Ideas Machine and we love all things mobile.
We market apps and games as well as help technology
companies with their PR, marke?ng, social content and
launch strategies.
about us
App marke2ng is one of the things we’re best at. Not only
do we work with great developers old and new, but we’ve
also been app developers ourselves -‐ so we really can walk
the walk.
We believe that our experience and specialist knowledge
around apps, mobile games and the wider app ecosystem
sets us apart from other agencies -‐ and offers an effec2ve
way of self-‐publishing your app.
Get in touch and find out
how we can help with your
PR, marke?ng or app launch.
hello@bigideasmachine.com
www.bigideasmachine.com
@bigideasmachine