Growth & Product Marketing
Four years running acquisition, launches, and retention across gaming, proptech, media, and entertainment.

My work sits across user acquisition, product positioning and retention. I shape go-to-market strategy, run paid social and creator campaigns, and build the lifecycle flows that keep users active.
Over the last four years, I’ve worked across gaming, proptech, media and entertainment with teams like fan iq, Hochela and Omo Studios.
I run campaigns, fix underlying mechanics, and do everything in between, whether that’s lowering CAC on an established channel or building a regional expansion playbook from scratch.
The numbers from every season played so far.
Where culture-led acquisition meets conversion-focused growth. Explore how I turn first-time visitors into engaged, revenue-generating users.
fan iq: Gaming acquisition funnel
Built a repeatable, event-driven acquisition system that took fan iq from a 200-user beta to 2,100+ users and ₦5.1M in wager volume.
Read case study →
fan iq: The retention leak
Diagnosing a critical retention problem and solving it through lifecycle and product marketing.
Read case study →
Hochela: Zero-to-One GTM
Building a student housing marketplace from scratch: 745 sign-ups in six months.
Read case study →
Fintech Content Strategy: 3-Month Plan
A 90-day content and lifecycle plan that sells compliance as speed to crypto OTC traders.
Read case study →
The 100+ Asset Creative Engine
Building the video, animation, and design pipelines behind every campaign.
Read case study →
Growing up, I loved playing games, mostly Super Mario Bros. with my family. That’s where my curiosity about why people love the things they do, and how great products leave a lasting impression, really started. And it’s never gone away.
I started out as a creative, and at my core, I still am. I channeled that into freelancing first, and later into DFRNT.ENT, curating experiences and building a space where young people could come together and just be themselves. I had to figure out what made people care, what made an experience worthwhile, and what made them actually pay for it. Those lessons have grown into a drive to be part of a team creating something valuable for people everywhere.
I see marketing like a football team sheet: different players, each with a role to play, and I build campaigns the way a manager builds tactics.
If I’m not working, you’ll probably find me on Football Manager. My best save is still winning the Champions League with Crystal Palace on FM24. In real life, I’m a Chelsea
fan and I love analyzing football games.
I’m a sucker for great music production. I listen to a lot of The Weeknd
, Brent Faiyaz
, and Frank Sinatra Jr., and right now I’m obsessed with Ludwig Göransson’s score for The Odyssey
. I also keep rewatching Spider-Man: Into the Spider-Verse
, and I love animated series like Neon Genesis Evangelion and Family Guy
(Seth MacFarlane is a genius).
I speak English and a bit of French (just enough to get by), and a day doesn’t go by without a bottle of Pepsi.
Ready to discuss your growth project?
I’d love to hear about it.
Building an event-driven growth engine, with a creator playbook behind it, from a 200-user beta to 2,100+ registered users and ₦5.1M in wager volume.
fan iq had developed a high-fidelity Progressive Web App (PWA) built around a fast-paced football trivia mechanic: two players wager money, answer five questions under a time limit, and earn points for accuracy and speed. The core positioning was locked — reward fans for their football knowledge rather than leaving it to the chance of a betting parlay.
However, the platform was bottlenecked. We had a seed community of roughly 200 beta testers, but the business needed a Go-To-Market strategy capable of driving mass acquisition without relying entirely on highly volatile, expensive paid ad spend. I needed a way to keep bringing in football fans without paying for every signup, and to get them to actually wager.
Before any campaign, I did the preparation. I defined two audiences. The core ideal customer was the football fan who already gambles on matches: someone already willing to put money behind what they believe about football. The second was the casual fan: someone who does not always gamble on football, but is engrossed enough in the game to use the free version of the product and, over time, move to paid wagers and multiplayer matches.
I then reached out to football fans directly to understand how they interact with football trivia, what frustrated them about gambling, and how fan iq could solve those problems. I also mapped where they spend their time online, which turned out to be betting groups on Telegram and WhatsApp, and that decided where we showed up first.
The research shaped the message as well as the channel. fan iq was positioned as the alternative to chance-based gaming: a place that rewards fans for their football knowledge, rather than leaving it to the chance of a betting parlay.
We seeded the initial beta through organic outreach on X, waitlists, and niche football communities. To drive early adoption, I took that anti-parlay positioning into every channel, presenting fan iq not as a casual game, but as an arena to monetize football IQ.
To keep this baseline community engaged on Telegram, I ran a 5-day referral program, established a steady cadence of football content, and beta-tested "Group Play" — a new multiplayer feature allowing more than two users to compete in a single session. We leveraged this mode to host community giveaways, funding real monetary rewards for the winners to drive early installs. This sprint spiked our community participation by 50%.


Keeping the room warm




Community Telegram channel, June 2025. Names removed.
To scale beyond the seed users, we built a new acquisition engine: Challenges. These were free-to-play, weekly club or competition-themed events, piloted over 7 days and later standardised to 5 daily sections, where fans competed on a live leaderboard for real rewards (jerseys, cash, gift cards).
Before deploying significant budget, I tested this 0-to-1 engine during the Nigerian National League (NNL) off-season. We launched a 7-day challenge themed around Sporting Lagos, dynamically changing our app and social media colorways to match the club's brand identity. To market it and seed our first early adopters beyond the beta users, I partnered directly with the moderators of the "Sporting Fan Zone" WhatsApp group, a fan community for the club. I incentivized referrals by awarding players points for sharing the link. The UGC loop caught wind and fans flooded X with the #FaniqSLFCChallenge hashtag, ultimately resulting in an official endorsement and retweet from the Sporting Lagos X account.




#FaniqSLFCChallenge on X, 23–26 Aug 2025.
With the mechanics validated locally, I scaled the challenge engine into a mass-acquisition vehicle. Challenge campaigns were mapped across various footballing events such as AFCON and the World Cup, high-stakes fixtures like the Manchester Derby and Chelsea vs. Barcelona, and a diverse range of individual clubs and national teams to maximize our Total Addressable Market (TAM).
To drive traffic and power these campaigns, I wrote a creator brief for each group of X creators, picked by audience, club allegiance, engagement and niche, to stretch the budget and lower CAC. Instead of paying for generic shoutouts, I asked them to post the way they already argue on the timeline:
Manufactured rage-bait



Band for band



The challenge format worked as a repeatable way to bring in players, and took fan iq from beta to a live product.
How the timeline reacted
It spread beyond the timeline


WhatsApp groups. Names and numbers blurred.
The Chelsea vs. Barcelona challenge worked, so I started running them as often as possible. Each challenge was mapped to a club or fixture, and each one got its own creator activation: a roster matched to that audience, a brief built around the challenge’s hook, and a tracked link per creator. The 14 challenges in the dataset ran from Chelsea vs. Barcelona on 22 Nov 2025 to The Reds on 20 Apr 2026, and brought in 1,877 players.
The top three (in red) drew 52.4% of all players, and the top five 72.7%.
The biggest spikes were the weeks with the heaviest campaign behind them, and the live event did the converting: 411 of Chelsea vs. Barcelona’s 432 players joined after it had already started.
Each of those activations had to be accountable. fan iq needed an influencer engine that could acquire volume and do it efficiently, not a run of one-off posts. I owned it end to end: sourcing and negotiating with each creator, the roster, the briefs, budget allocation and performance tracking. In total, from November 2025 to April 2026, that was 24 creators and roughly ₦3M in spend.
From November to about March, across all campaigns, CAC averaged about ₦1,046 per acquired user. It then came down to ₦442 and ₦416 in the first two April campaigns, as I wrote better-defined briefs, moved to result-led phrasing and brought in better-fit creators, before climbing again.
The April sprint: 11 creators, about ₦445K spent, 879 users acquired, ~300K reach, ₦506 blended CAC.
When CAC nearly doubled in the third campaign, I diagnosed it as an operations problem, not a content one: the first wave of creators had posted with broken install links, so motivated users hit a dead end, and a platform outage hit delivery in the early window. By the time the links were fixed, the momentum had gone. I fixed the links, doubled down on the result-first briefs that had brought CAC down (they outperformed promotional posts by 3–4x), and moved budget toward the two highest-converting creators. Result-first content is now the standing brief format for every campaign.
Growing fan iq taught me more about marketing than any brief I have written.
I learned that every part of the plan has a different job to do:
Existing communities, like the Sporting Lagos supporters, gave us our first real players.
Creators gave us proof, because fans believe other fans.
Moments, a fixture or a rivalry, gave people a reason to show up today.
Product mechanics gave them a reason to stay: challenges created debate, wagers made it personal, and Group Play made it social.
Tracking told us which of it was actually working.
The hardest lesson was that none of it works from the outside. The posts that moved people were real results between real creators: a win screen, a rivalry, a loss owned in public, never a promotion with a link. The cheapest audience is the one already talking about football, so I stopped trying to speak to a community and started giving it something it already wanted to argue about.
I also learned to brief against what I was selling. A 1v1 wager sells personal stakes and needs two people with real chemistry. A challenge sells knowledge and needs a creator fans already trust. Group Play sells scale and needs reach. Matching the brief to the one thing a post had to sell mattered more than the size of the audience. And I learned to trace everything. A unique link per creator turned a feeling into evidence, showed where a broken install link was quietly wasting a launch, and let us cut, fix and double down inside the same week.
When I started, I thought marketing was telling people about a product. By the end, I thought of it as lining up the right people, the right moment and the right product, and checking that they line up before spending anything.
Acquisition only counts if it reaches paying behaviour, so I traced the engine to the wagers. This is the all-time operating read for fan iq.
The engine worked. It brought players in at a falling cost, and it turned the ones who wagered into real revenue. What it didn't do yet was keep them. Almost all the revenue came from wagering, and only about one in five players ever tried it. Players who joined in one challenge spike often missed the next, so each peak had to be bought again with another campaign.
Getting players in was working. Keeping them was the next problem.
Sources: fan iq operating read (all-time) and the challenge participation report, standard users only.
fan iq could get people in the door but not keep them coming back. Finding where users dropped off led to a communication system and product changes that kept them returning.
By this point we had worked out how to get people in. Challenges are our themed weeks of football trivia, built around a club or a big match, with a cash prize. When one was tied to a fixture and creators were posting about it, fans showed up in their hundreds. The trouble was that most of them never came back for the next one, so every spike had to be bought again with another campaign.
I went through the challenge and signup data to see where people were dropping off, and it was happening in three places. Only about a third of players came back for the next challenge. Within a challenge, the biggest drop was between the first section and the second. And after their first game, of the 907 players who signed up in April, about 13% came back the next day and 2.5% were still playing a month later.
Source: challenge participation report, standard users only.
Each drop-off needed a different fix, so I stopped thinking about one-off campaigns and started thinking about a system, built on four rules. Send a message because something happened, not because it was Tuesday, so every message is tied to where a player is or what they just did. Make every message earn its place, because fewer messages that people trust beat more that they ignore. If the product is the problem, fix the product: a reminder can win back someone who has drifted, but it can't fix a moment the app lets slip. And measure who comes back, since sign-ups tell you who arrived, while whether people return for the next challenge tells you if anything worked.
I realised our communication system wasn't doing enough to keep users engaged and coming back. So I designed an end-to-end, cross-channel CRM system, working with the product team to build a unified system that decides what to send each user, and when, across email, push notifications and in-app messages. It runs on four core trigger types.
I wrote seventeen emails that follow where a player is: just joined, starting to drift, gone quiet, or gone. People who signed up but never played get their own set. Each email has one idea and one button, and the tone changes with the player. Welcoming at first, understanding when they slip, direct once they've gone. Several end on a voucher, free credit in a player's wallet that covers a wager, so coming back costs nothing.
Alongside these there's a weekly club roundup and an email each time a new challenge section opens. They're mostly visuals with a few lines of copy, built for phones.
Lifecycle and campaign emails.









Push notifications are the most intrusive channel we have, so they got the strictest rules. Alerts from other players, like a friend request or a match invite, go out instantly and aren't capped, because it's one person talking to another. Everything we send ourselves is capped at two a day, and a lifecycle message takes one of those slots instead of adding to them. During a challenge there's a message for each new section, a halfway nudge and a last call. Players who are drifting get a lighter version, with just games and the daily news briefing, so volume doesn't push them out for good.
For challenge notifications, the heading hints at the theme without giving it away, and the body adds what the heading leaves out. Last calls lead with where you stand on the leaderboard, not just the deadline.
As a player drifts, the tone changes. Welcoming at first, then understanding, then direct.
Lifecycle push copy, by phase.
The ones that did best leaned on memory, identity or a question the player could answer. Click rates below are against the average across all sends.
Multiples are relative to the average click rate across all sends from January to June 2026.
Not every lapsed player got the same message. Players who had wagered were told their winnings were waiting, and casual players got a no-strings invite back. Both got a voucher with a short expiry and one reminder. If they stayed silent after that, they got a single last email and then moved to a quarterly list, so we stopped mailing people who had left.
Messaging can only do so much. The moment a challenge ended, the app gave players nothing to look forward to, so I took the data to the product team and pushed for three changes.




Waitlist and voucher screens. Swipe to see more.
Together they make a run of separate challenges feel more like a season. They also give players a reason to take further action in the game and to come back daily, which is what builds a habit.
June was the test. No campaigns ran, so the system, vouchers included, had to hold players on its own. The vouchers went out by email and turned giveaways into play: 200 were issued, and they powered 180 wagers. About 504 monthly active users still played more than 1,100 game sessions across free and paid modes. The four challenges drew 181, 156, 138 and 174 players, an average of 162 and mostly the same people each time, so roughly a third of the monthly base showed up for every challenge.
Notifications couldn’t fix the moment a challenge ended and the app showed nothing next. The biggest shifts came from removing that dead end: the next challenge now shows before the current one closes, with a one-tap waitlist.
Every message spends a bit of a user's trust. By capping push notifications and tying every send to a real moment, like a ranking shift, a friend’s wager or a section opening, the messages that mattered actually got opened.
When a challenge finished without a bridge to the next one, we spent the following month buying the same audience again. Waitlists, wallet vouchers and a visible next challenge meant each launch started with an audience already waiting.
The best growth comes from keeping the core audience you already have, not buying a new one for every campaign.
Building a student housing marketplace from scratch: 745 sign-ups in six months.



Launch creative for both sides of the marketplace. I defined the student-first tone of voice and designed all visual assets across the rollout.
Hochela was a digital marketplace built to fix off-campus student housing in Nigeria. Traditionally, university students looking for annual leases had to navigate predatory third-party middlemen—paying ₦70,000 to ₦100,000 in combined agency and inspection fees on the high end just to view and secure a room. Hochela digitized the entire flow: agents and landlords listed verified properties with upfront pricing, and students browsed and leased directly from their phones without physical middlemen or inspection fees.
When I joined as Marketing Associate, the platform was nearly finished, but nothing else existed: no users, no marketing plan, a shoestring budget, and a brand-new name. The company chose Osun State (OAU and UNIOSUN campuses) as our launchpad because there was no direct digital competitor.
Reporting to the CEO alongside a lean team (a COO, two developers, an SEO writer, a junior marketing lead, and an in-house agent), I owned the market research, brand voice, end-to-end visual design, social media management, content production, channel strategy, campus activations, and partnerships.
Before launching a single campaign, I spent my first month interviewing both sides of the market to understand what was actually broken:
Working within the brand color palette set by management, I designed every piece of launch media myself and established a distinct tone of voice built to resonate with Nigerian students. Instead of stiff corporate copy, we used peer-to-peer campus language and Pidgin to make our core promise—“Rent the easy way”—feel immediately familiar across all touchpoints.
Launching a product to an empty room wastes your only chance at a first impression. Instead, I built a multi-channel engine that warmed up the student market two months before the platform went live.
Phase 1 — Build before launch: Two months pre-launch, we started Hochela as a student-focused WhatsApp TV and built our organic social media presence from absolute zero. I developed and executed our content calendars, producing all organic assets—from static graphics, infographics, and posters to short-form videos and property listing images. Through consistent, culturally resonant posting with zero paid social spend, we grew our pages organically to 204 engaged followers. While our owned WhatsApp list grew to a tight-knit 181 direct contacts, it gave us an active seed community on day one.
Phase 2 — Borrow existing reach: Because Osun students already lived on a handful of massive campus WhatsApp TVs, we spent ~₦200,000 over three months sponsoring placements across those channels, funneling high-intent traffic both to our platform and our own channel. In parallel, I ran a ₦147,000 Meta Ads test across Instagram and Facebook (generating 104 combined sign-ups: 56 on Instagram, 48 on Facebook) to benchmark paid social against grassroots WhatsApp promotion.
To keep students engaged between housing searches, I acted as the final editorial checkpoint across our content pipeline:



Owned content, agent onboarding visuals, and community graphics—all designed in-house.
Phase 3 — Testing the campus: To test offline conversion, we recruited 10 student marketers directly from our WhatsApp community, and I briefed them on Hochela’s core message and designed the event banners, flyers, and custom merch (t-shirts) for the rollout. Across the OAU Forensic Science, Business Administration, and Estate Management student associations, we spent ~₦120,000 in event sponsorships to secure 20-minute speaking slots and on-site booths. Alongside the events, we ran two 2-hour physical flyer drives across campus—splitting the 10 marketers into two 5-person teams across separate days at ₦5,000 per person (₦50,000 total staffing cost).
Phase 4 — Beyond housing (IBS Consulting partnership): Because our content and internship updates performed so well on social and WhatsApp, I knew our audience cared deeply about post-grad mobility. I partnered with study-abroad firm IBS Consulting to co-host the webinar “Studying Abroad & Campus Housing: Keys to University Success.” That single event drew 234 registrations, ~200 live attendees, and ~98 platform sign-ups.

Because the underlying pain point (₦70k–₦100k in middleman fees) was so acute, our landing page didn’t need a complicated gimmick—selling the straightforward convenience of the platform converted 5,000+ visits at 15%, generating 745 student sign-ups in six months on under ₦1 million in total spend (₦517,000 directly itemized across paid channels and activations).
| Channel / Source | Sign-Ups | Share of Total | Tracked Spend | Est. Cost Per Sign-Up | Performance Takeaway |
|---|---|---|---|---|---|
| WhatsApp (Sponsored + Owned TV) | 512 | 68.7% | ₦200,000 | ~₦391 | Dominant driver; 3.6x cheaper than Meta ads |
| Meta Ads (56 IG + 48 FB) | 104 | 14.0% | ₦147,000 | ~₦1,413 | Good awareness, ~3.6x higher CAC than WhatsApp |
| IBS Consulting Webinar | ~98 | 13.2% | — | — | High-trust conversion spike from co-branded partnership |
| Campus Pop-Ups & Flyer Drives | ~20 | 2.7% | ₦170,000 | ~₦8,500 | Highest operational lift for lowest yield (₦120k sponsorships + ₦50k staffing) |
| Organic Social, SEO & Direct | ~11 | 1.5% | ₦0 (Organic) | — | Built 0–204 organic followers via calendars, posters, video & listing assets |
The channel insight: WhatsApp delivered nearly 70% of all sign-ups at almost one-fourth the cost of Meta ads (~₦391 vs. ~₦1,413), whereas physical campus activations cost ~₦8,500 per sign-up—nearly 22x more than WhatsApp, even before factoring in banner and merch printing. Once that gap was clear, we cut offline activations and focused entirely on WhatsApp and partner webinars.
While student demand was immediate, a two-sided marketplace dies without supply. Alongside our in-house agent, we onboarded 6 agents and ~30 property listings—which meant hundreds of active students were competing for just 30 units, resulting in only 7 closed leases before Hochela wound down its Nigerian pilot in early 2025 to focus operations on the Canadian market.
Our pitch to agents—that Hochela would act as “an agent to the agent” and save them physical viewing time—ran into a hard economic reality:
A content and lifecycle plan that sells compliance as speed, built for the chats crypto traders already live in.

I wanted to show how I would run content in fintech, so I built a full three-month plan for a crypto compliance platform (name withheld) that gives OTC desks and P2P traders audit-ready records, tax readiness and wallet checks. It covers themes, platforms, formats, and the balance between educational, engaging and product content, with every decision explained.
The plan sells compliance as the thing that keeps a trader trading. The pitch is peace of mind: records and checks that run quietly in the background while deals close at WhatsApp speed. The three-month arc follows the buyer's emotions: fear of getting caught out, then proof it doesn't slow you down, then a daily habit. Each month gets its own theme: The Regulatory Awakening, The Speed of Compliance, and Habit and Trust.
A two-week pre-content plan comes first. Listen to current users and traders about where tax and compliance hurt (lost receipts, bank questions, tax fear). Take the top issues to the product team and fix them first. Write the message bank, hooks and scripts in the traders' own words. Then stockpile two weeks of approved, link-tagged content with baselines captured, so launch day is not the first day of production.
Rather than starting from a blank page, I turned their three existing content concepts into repeatable engines. OTC Confessions became "Anatomy of a Mistake", a weekly deep-dive that always ends on the product feature that prevents the mistake. The Hustler vs The Operator became the storytelling framework, with the Operator as the standard persona in every case study and email sequence. 5 Compliance Myths Busted became real-time Mythbusters, so a new CBN or NFIU update turns into an X thread, a 60-second explainer and a Friday newsletter piece in the same week.


Every week follows the same rhythm: a LinkedIn point of view on Monday, a plain-language X thread on Tuesday, an on-camera video on Wednesday, a community poll or Q&A on Thursday, the newsletter on Friday and an original carousel on Saturday, with a monthly live session. Content is made once and cut many ways, with an AI-assisted workflow for scripting, visuals and captioning.
Guardrails are non-negotiable: every regulatory or tax claim is sourced and signed off, with no promises about tax outcomes, no invented testimonials and only anonymised data in reports.
If resources get tight, five things are protected first: the Wednesday video, Friday newsletter, Monday LinkedIn post, monthly live session and lifecycle messages.
The product lives inside WhatsApp, so lifecycle messaging lives there too, not in a generic app-push playbook. Alerts go out on WhatsApp and plain-text, founder-style emails handle the rest.
Five behaviour triggers drive it: sign-up, first chat linked, five trades logged in a week, a wallet risk score change, and seven days inactive.
The rules keep it respectful: one lifecycle message a day at most, opt-outs honoured instantly, and every reply answered within one business day and tagged (bug, feature request or compliance question) so the top themes feed the next content calendar.


Eleven KPIs across reach, engagement, sign-ups, activation, retention and feature use, each with a monthly target. Sign-ups from tracked content links climb from 100 to 250 to 400 over the three months, and activation within seven days from 35% to 40% to 45%. The pass mark is at least 8 of 11 targets, with sign-ups and activation both among them. The targets are proposals for an early-stage account and reset after the week-one baseline.
This is a strategy proposal. It has not been executed, and no performance results are claimed.
Building the video, animation, and design pipelines behind every campaign across 4 brands














































































A selection of the graphics: ads, templates, flyers and brand work. Swipe or drag to browse, tap to enlarge.
When operating in fast-moving startups or agency environments, treating every request as a one-off project makes creative production the primary bottleneck. Across every brand I’ve produced media for, my goal has been the same: build systems so assets are always ready to go.
Whether executing a Creative Director’s high-touch visual vision on set, building flexible motion ads from structured briefs, or deploying generative AI models to scale output, I work as if a larger team is right behind me. Every asset is built to be reused, and every design file or raw shoot is structured to feed the next ten pieces of content.
At fan iq, the demand for fresh sports content and paid acquisition assets is continuous. Working in a creative team of three, I built a flexible production system to output both organic social media content and high-converting performance ads.





Not every brand needs complex motion rigs; sometimes the priority is sheer turnaround speed across multiple departments.
At Hochela, I adapted the same template-first principle using Canva and CapCut. Instead of heavy custom assets, I designed lightweight, locked-down visual systems that could be rapidly spun into agent recruitment drives, student messaging, seasonal greetings, and hiring posts, building the format once and scaling it across every campaign touchpoint.
A creative engine isn’t just for digital UI templates. It also dictates how you shoot, grade, and package agency media so post-production never stalls.






Beyond agency and startup roles, I run a freelance post-production workflow delivering graphic design and video editing for diverse clients. I leverage LLMs like Claude and Gemini as workflow multipliers to refine script structures, generate motion concepts, and draft production briefs faster.
Instead of scrambling for media before a launch or waiting on slow turnaround times, the brands I worked with had a continuous, predictable supply of on-brand creative.
By treating design, video, and AI as a single unified system, I have delivered 60 short-form videos and animations, 10 long-form videos, and 30+ reusable design templates, keeping both paid ad channels and organic campaigns stocked and ready to ship, for agencies and individuals alike.