Paid Media — Reach the target at least once a day, everywhere they are
To execute "Cyberpunk 2077 is everywhere," a 4-phase media plan was built as a progressive expansion — from target learning to total media saturation.
Phase 1
Jun 26 — Jul 3
Target learning
Selected media / Tier-1 audience
2.7%
Phase 2
Oct 12 — Oct 29
Build purchase intent
Major media / Tier-1 audience
10.2%
Phase 3
Nov 20 — Dec 3
Sentiment turnaround (broaden audience)
Major media / Tiers 1·2·3
7.9%
Phase 4
Dec 4 — Dec 21
Total media saturation
All media / Tiers 1·2·3
79.2%
Right after Phase 2 wrapped, the third release delay (Nov 19, 2020) was announced — pushing launch to Dec 10. An external shock that hit an already-fatigued audience. Phase 3 was rewritten on the fly — no longer a simple audience expansion, but a "sentiment turnaround" mission — and Phase 4 was used to compress maximum impact into the launch window.
The actual insight was not "spend a lot in many places." It was: align the plan to the medium-by-medium behavior of the target, so that wherever they spent the day, Cyberpunk 2077 surfaced at least once.
A strategic blend of global media (Google, Facebook, etc.) and local media (NAVER, Kakao, etc.).
Unboxing Live — Game-Style Interactive
An unboxing format where the game's narrative became the live broadcast itself. The kicker: viewers had to complete missions to "unlock" the V-box on stream — turning unboxing into an interactive experience.
- Differentiated unboxing — visualized Cyberpunk 2077's distinctiveness in a way no other game could be compared to
- Two-way interaction — creators and viewers solved missions together, letting the audience experience the game vicariously through participation
- V-box scale and craft — the V-box itself created game anticipation through scale and detail. Audience-coined nicknames ("the fridge," "the locker") spread organically as memes
Top-tier game streamers ran the broadcast simultaneously — landing the launch directly inside the Korean gamer community.
Top streamer collaboration, simultaneous live broadcast — landing directly inside the Korean gamer community.