Eternity TTRPG
A tabletop roleplaying game — think Dungeons & Dragons, but cooler. I own the brand, a chunk of the product roadmap, and everything that brings people to it.
Turning a passion into profit
Indie tabletop is one of the least marketable markets there is, in the conventional sense. The audience is deeply knowledgeable, allergic to being sold to, and can smell a marketer coming from a mile off. Anything that reads as a campaign gets discounted on sight.
So the job is not promotion. It is building something the audience wants to be part of, then being genuinely present where they already gather — and letting the work earn the attention.
The work
Brand strategy
Worked out what this game stands for and who it is actually for, then made every touchpoint say the same thing rather than five different things.
Product development
Not just marketing what exists — shaping what gets made. A card game spins out of the universe this summer, built to bring people in at a lower price point than a full roleplaying system.
Grew the YouTube channel
Built the channel into the top of the funnel: half a million views across twelve months, from an audience that arrived because the content was worth watching rather than because it was promoted at them.
Took it to the conventions
Game conventions are where this audience actually converts — in person, at a table, playing it. Promoting there is slower and it works.
What came out of it
500,000 YouTube views in 12 months
A card game launching summer 2026
A brand the audience takes seriously rather than tolerates
Growth from content and presence, not ad spend
Got something like this?
Tell me where you are now and what you want to be true in six months. You will get a straight answer on whether I can help.