How to "package" a game universe and bring it to your audience? The third lecture in the series "How Game Universes Are Created" is a working checklist for promotion. This lecture is about that part of development where you stop saying "we're making a cool game" and start systematically looking for your audience. The conversation revolves around the promotion checklist: from accurately describing the value of the universe to choosing channels and formats that actually bring players, not likes for the sake of likes. The lecturer will offer segmentation tools and the format "problem - solution - insight" to build a clear portrait of the player and understand what content they expect. There will also be a discussion about promotion channels. Attendees will learn how to combine community platforms, influencers, stores, thematic media, and events, why it's important to alternate between short teasers and long materials, and how to show not only "features" but also processes in the news. UGC and virality will be examined separately: what works for memes and challenges, how not to burn out in daily content, and why a calendar of occasions is needed. And of course, the lecture will discuss finances - initial budgets, creative tests, conversion tracking, and setting realistic KPIs. The theory will be reinforced with case studies. The speaker will share marketing practices for large series and niche projects. An important takeaway is that even a small team can make a loud statement if they have consistency and measurable goals. Find other events in Moscow on KUDAGO.