Mobile apps and games. Paid UA, store and ASO, tracking and attribution. No UA team, no agency. Every change logged with the data behind it, a hypothesis and a date to check the result.
Getting UA to $1,000 a day is one skill. Taking it from there to tens of thousands is another: keeping CPI under control as spend grows, knowing when to split or consolidate campaigns, moving budget between networks and GEOs without breaking what already works.
That is the range I work in every day, at five figures a day across Meta, Google Ads, AppLovin, Unity, Mintegral and TikTok.
Before moving into a solo performance role, I led growth teams of 5-6 people, including ASO and creative. Now I run UA end-to-end myself.
I find where the money goes. Fix the tracking and the store. Scale what actually works.
Data first, then creatives. I start with the numbers to find where the problem really is. Then creative by creative, concept by concept: CPI, IPM and ROAS per creative, indexed against the same campaigns in the same month. Creatives are judged on revenue, not clicks.
Revenue stays confidential, so the cases show scale and efficiency, not absolute results. Everything is reconcilable to daily-level export data.
Every change is logged with the data behind it, a hypothesis, an expected outcome and a date to check the result. The log feeds my own dashboards, where each change is drawn onto the cohort curves.
Recreated from my own dashboards and logs. Data anonymized, values illustrative.
ROAS, budget, creative and stop/start changes drawn straight onto the cohort curves. Causality, not correlation.
| Date | Campaign | Change | Detail | Why (data) | Hypothesis / expected outcome | Result |
|---|---|---|---|---|---|---|
| 17.08 | Game_A_AllGeos_iOS | Budget ↑ | +29% | d7 above target 3 days in a row | Scale without a CPI spike | ✓ d30 1.39×, target met |
| 19.08 | Game_B_NL_ROAS | Ad group stop | adgroup_3 | Very low ROAS, budget too thin for several ad groups | Concentrate signal in the best ad group | ✓ confirmed 31.08 |
| 19.08 | Game_B_EU_EN_ROAS | Asset rework | copy | Low-performing assets identified | Variants of best performers → higher CTR, better ROAS | ✓ confirmed 31.08 |
| 23.08 | Game_C_T1_tCPA | tCPA ↑ | +18% | Very low conversion volume | Slightly higher CPA at higher volume | ✗ worse · stopped 27.08 |
| 25.09 | Game_B_LATAM_ROAS | tROAS ↓ | 114% → 110% | Stable above target, room to scale | More volume and signal at good ROAS | ⏳ read at d14 |
| 25.09 | Game_B_ES_ROAS | tROAS ↑ | 98% → 103% | Below profitability | Lower spend, higher ROAS. Kill if no change within 14 days | ⏳ kill-date d14 |
| 27.09 | Game_C_T1_ROAS | GEO exclude | 1 market | Zero return on spend | Cut waste | ✓ done |
| 27.09 | Game_C_T1_ROAS | GEO insert | +5 T1 markets | Strong category audience in these markets | More scale in high-LTV geos | ⏳ read at d14 |
3,000+ changes logged in 2026 alone, each one with a reason, a hypothesis and a follow-up date. Failed bets stay in the log too. The log feeds the dashboards above.
Automated every morning. The Thursday decision meeting runs on this output. No manual prep, no call with me needed.
Per-network top performers, kill list with ROI rationale, new creative flags. The report drives the Thursday decision meeting without me in the room.
End-to-end paid UA. Budgets, bids, ROAS targets, kill and scale calls, every network on its own numbers.
Listing, keywords, promo content, in-app events, A/B tests and publishing workflow. Findings ranked, plan ready to execute.
Where attribution breaks, SKAN delays, conversion windows for delayed purchases, postbacks and reconciliation against real revenue.
Soft launch signal, micro-scaling sequence, global trigger. Three launches, one methodology.
Weekly report with CPI, IPM and ROAS per creative, indexed against the same campaigns in the same month. Kill list and scale flags that tell your creative team what to build next.
UA aligned with IAP and IAA. Decisions on cohort LTV from D7 out to D180 and beyond, not first-week revenue.
Most problems are visible in the data within 48 hours.
Spend, ROAS, CPI, GEOs, MMP setup, attribution events, creative performance, store listing.
Budget bleed, paused winners, wrong GEO allocation, attribution noise, store blockers.
Findings ranked by impact. Week-one fixes separated from strategic work.
Pause losers, scale winners, fix tracking, brief new creatives. Every change documented.
Weekly loop. Kill what's slow, scale what works, compound month over month.
Findings shown as ratios. Names and revenue are never published.
Independent practice for mobile apps and games, built on the methods and tooling behind the results on this page.
Solo UA for a multi-title Android + iOS mobile game portfolio. Budgets, networks, launches, creative performance reporting.
Company-wide growth and UA strategy across the game portfolio, paid and organic.
Revive-and-scale engagement for Smashing Four ahead of the company's acquisition.
Built the UA function from 2018, led UA from 2020 and the whole growth department, marketing and analytics, from 2021.
Certifications: Meta Blueprint · Google Ads · AppsFlyer Academy · Czech native · English written & async
Open to conversations about mobile UA and growth. I work async: email and written reports.