Work

Enemies at GDC 2022

Unity, 2021–2022

Senior Communications Lead, Weta Tools

My part: Owned the launch strategy, moved the date to GDC week, and coordinated PR, social, community and legal

Moved a tech demo launch from December to GDC week and planned around it: 1M+ organic views in week one, with no paid media.

CampaignMeasuredHow to read this tag
Thumbnail of the Enemies teaser on Unity's YouTube channel. Select it to watch.

Problem

The demo was due out in December, in the holiday news lull and with no conference behind it, for a company that needed to be taken seriously on high-end graphics.

What I did

I wrote the communications strategy and the plan for launch week. That meant embargoed briefings with priority press, a global outreach list, one set of messages every team worked from, and a launch built around GDC.

The decision

Move the launch from December to GDC week in March, so press attention, the conference and the audience all worked for the demo instead of against it.

Result

  • 1M+organic views in week one, with no paid media
  • 7×first-day views against The Heretic: about 500,000 in 24 hours, against 71,000
  • 225outlets in 39 countries covered the launch
  • 4,000+new YouTube subscribers from the video by day four

The back story

Enemies was a short real-time film from Unity's demo team. It was built to show strand-based hair and a photorealistic digital human, and it was the first piece of work to point at the Weta Digital and Ziva Dynamics technology Unity had just acquired.

The audience was sceptical. Unity was still seen mostly as an engine for indie games, and its earlier tech demos had a reputation for looking great and never reaching the Editor. A beautiful video would not be enough. It needed to be believed.

The call that mattered

The demo team had planned to release in December. That is when press is away, year-end announcements crowd the feeds, and nothing else is happening that a launch could attach itself to.

I made the case for moving it to GDC week in March: journalists back at their desks after the holidays, a conference to build the week around, and a room full of developers already paying attention. The team agreed, and I built the launch plan around that date.

The plan

Alignment (October to December). I set up the working rhythm across the demo team, regional PR, social, community and legal, with a weekly sync and one shared document for strategy, messages and Q&A. I also moved the launch day so it did not collide with another Unity announcement that same week.

Preparation (January to February).

  • Embargoed briefings with seven priority US outlets, and seven exclusive interviews with the demo team's leaders.
  • An international outreach list of 102 journalists across more than 20 territories.
  • Media kits with the facts, Q&A, assets and interview questions.
  • Legal-approved wording that described the Weta and Ziva work as "integration foundations", so we never promised tools that did not exist yet.
  • Answers prepared for the question we knew was coming: will this ever ship? That meant dates for the hair solution and a public digital human package.

Launch (21 to 25 March). The embargo lifted at 8:00 AM ET on Monday 21 March and the video premiered on YouTube at 11:00 UTC, alongside the press release, a landing page and coordinated social posts. GDC and NVIDIA sessions on 23, 24 and 25 March, plus a livestream, kept the story moving for the rest of the week.

What happened

The video passed 500,000 views in its first 24 hours, against about 71,000 for The Heretic, Unity's previous flagship demo. It passed one million views in its first week with no paid media behind it. The community report called it organic reach unlike any video Unity had published before.

The export of coverage I kept lists 282 pieces from 225 outlets in 39 countries. Not all of it was glowing:

  • The Verge: "Unity's impressive new 'Enemies' short shows off a remarkably realistic digital human"
  • Polygon
  • VentureBeat: "Unity launches tech demo Enemies for GDC crowd"
  • GamesIndustry.biz
  • 80 Level: a technical breakdown of how it was made
  • PC Gamer: more critical, and the sort of coverage I had prepared the Q&A for

Community reaction on YouTube, Twitter, Reddit, the Unity forum and LinkedIn was overwhelmingly positive, with people surprised the footage was real time. The criticism was the one I expected: scepticism about whether Unity would ship the tools. Having answers ready for that was part of the plan.

What I took from it

This is the campaign that taught me the most about my own work. In communications it is hard to know whether a plan worked or the brand did the lifting. Here the same channel, the same brand and the same kind of content had produced a far smaller number with The Heretic, and the plan is the main difference I can point to.

The date was the biggest lever. Everything else in the plan made the most of it.