Social & Launch Strategy — Blizzard Entertainment

All it takes is five minutes to be a hero.

Blizzard was bringing Overwatch to mobile as a fast-session brawler. The launch strategy had to win an audience of 730 million mobile-action players — starting with the teens who decide what's cool.

Client
Blizzard Entertainment
Agency
Mutiny
Year
2025
Scope
Positioning, Social Strategy, Influencer Strategy

The challenge

Overwatch Rush was Blizzard's move into the mobile brawler space — a category where sessions are short, loyalty is shorter, and the competition (Brawl Stars chief among them) already owned the playground. The strategy had to translate a console-scale hero franchise into something you play in the checkout line.

The audience

Market sizing put the global mobile-action audience at 730 million players. The priority segment: youth 13–24 with existing affinity for the franchise's characters and style. Playtest verbatims from teens confirmed the product could carry the promise — including the one every competitive strategist wants to hear: "It's better than Brawl Stars."

Nothing hits like being a hero.

The strategy

The positioning compressed the franchise promise into session length: all it takes is five minutes to be a hero. The platform strategy was TikTok- and YouTube-first — meeting the audience in the feeds where mobile games actually get discovered — supported by an influencer matrix mapping creators to audience segments.

What we delivered

Market sizing and audience prioritization. Positioning and creative strategy. Platform-by-platform social strategy. Influencer matrix. Playtest insight synthesis. The launch playbook for putting a hero franchise in 730 million pockets.