Game clipping campaigns
A game clipping campaign pays creators per 1,000 views to post gameplay clips, reactions and highlights of your game on their own TikTok, Reels and Shorts accounts around a launch, update or season. Gaming is the highest-volume clipping category, so budgets go far; you approve every clip, and you can run it yourself on Try Shoot or through Clip Mansion, the verified agency.
Pay per 1,000 verified views
Botted views are never paid
From $500
Self-serve, no retainer or contract
Live in minutes, or 48h managed
By Clip Mansion, the verified agency on Try Shoot
Gaming is where clipping volume lives. The platforms are full of accounts that already post gameplay all day, the audience expects it, and a launch gives all of them something new to cut. A clipping campaign pays them only for the views that arrive.
What a game clipping campaign is
You supply a capture pack (and, for unreleased titles, keys or a build) and fund a budget with a rate per 1,000 views. Creators record or cut gameplay, post from their own accounts, and submit the links. You approve the clips that fit, and the budget pays out against the verified views on those clips.
It replaces the part of a launch plan that used to be "send keys to streamers and hope". The hope is replaced by a rate: every clip that earns views is paid, every clip that doesn't costs nothing.
What performs for games
- The mechanic, isolated. One thing your game lets people do that others don't, shown in ten seconds with no menu.
- The fail and the clutch. The two formats gaming audiences never tire of. Brief for both.
- "This game lets you…" A text hook over gameplay. The best format for discovery of a title nobody has heard of.
- Streamer reactions. Creators who stream the game produce reaction clips naturally; let them submit from their own VODs.
- Update and season content. New map, new character, new mode. Every update is a campaign.
Name the game on screen
Gameplay travels without the title attached, which is the worst outcome: millions of views and no wishlists. Require the game's name on screen or in the first caption line, and the store or wishlist link in bio.
An example brief
A launch brief for a PC or console title
- The one idea
- "Show the one thing you can only do in [game]."
- Source material
- A capture pack of raw gameplay, the trailer, the key art, and keys for creators who want to record their own.
- Platforms
- TikTok and YouTube Shorts first; Shorts drives search for the title. Reels for mobile games.
- Format
- Vertical, under 45 seconds, game name on screen in the first 3 seconds, store link in bio, no spoilers past chapter two.
- Hard nos
- No leaked builds, no cheats or exploits shown, no comparisons that misstate another game, no fake release dates.
- Payout
- A rate per 1,000 views with a per-clip cap and a milestone bonus at 500K; gaming budgets are spent on volume.
What it costs
Gaming rates usually sit at the lower end of the market because the supply of clippers is deep and the volume is high, which is why a modest budget can produce a very large number of posts.
Market context, not a quote
Across the market, per-view rates commonly sit somewhere between roughly $1 and $5 per 1,000 views, and they vary a lot by niche, platform and how competitive the brief is. Treat that as context, not a quote: the rate that matters is the one you set.
The numbers that are fixed
- Minimum budget on Try Shoot
- $500, funded before any clip can earn. Unspent budget comes back to your wallet when you end the campaign.
- Platform fee
- 7%, charged as creators are paid and on any unspent budget returned to you.
- Benchmark
- Clip Mansion's Mischief mobile app launch: 22.4M verified views in 48 hours at a $0.28 effective CPM, against a paid-social benchmark of $15.
- Retainers and setup fees
- None, on either route. Self-serve is pay-per-view against your budget; Clip Mansion bills per 1,000 verified views against a cap you set.
How to measure it
Cost per 1,000 views tells you how efficiently the campaign turns budget into attention. It cannot tell you whether the attention is worth anything; that needs a downstream number you track yourself.
- Wishlists, store-page visits and installs in the campaign window against the baseline.
- Search volume for the title on YouTube and the stores.
- Concurrent players for live games, which a campaign moves within days.
- Which mechanics travelled. The top clips tell you what to put in the next trailer.
Mistakes that cost game campaigns
- A capture pack of cinematic trailer footage and no raw gameplay.
- Leaving the title off the screen.
- Rejecting fail clips for making the game look hard. They are the format.
- One campaign for the whole year. Launch, first update and first season are three.