The irreverent, twice-weekly newsletter turning creatives into world-class marketers.

Welcome, traveler. Do you:

Own a studio, artist brand persona, or passion project and want to grow your business & sell more stuff?

Excel at your creative expertise, want to charge more for your work, and summon your dream gigs with amazing clients?
Have ZERO clue about marketing and want to stop banging your head against a wall?
__________

Enter the world’s only daily marketing column for creatives — simplifying actionable marketing concepts, one day at a time. Insights won from $20M+ in tracked revenue for clients, shared with you for free. Sweet deal, huh?

Each issue shares a vital marketing technique in the form of true stories, current examples, or easily digestible lessons you can use immediately.

Take a load off and dive in:

Blake Rogers
Chief Marketing Officer, EastWest Sounds
“We've worked successfully with Harry Lodes on multiple award-winning product launches, including Hollywood Fantasy Orchestra, Forbidden Planet, Hollywood Orchestra Opus Edition, and our new ComposerCloud+ subscription service campaign. He's one of the few people in the entire industry who 'gets it'."
Jannik Hainke
Product Owner, UJAM
“I’ve worked with Harry Lodes for several years and he has been an essential part of our blog growth, including recent launches such as Beatmaker RICO, Beatmaker CIRCUITS, and Finisher BOOST... Thanks to Harry’s exceptional writing skills, we’ve seen increased engagement, conversions, and revenue from these launches."
Sagar Jethani
VP of Marketing, Slate Digital
“Harry did a masterful job writing marketing emails and was behind the copy for some of our most successful product launches of 2021. He demonstrated a deep understanding of our market, and has excellent intuition and skill as a copywriter and strategist."

Hey, I’m Harry Lodes. Berklee College of Music grad. In another life, I was a sound designer, game developer, programmer, and sound designer.

In my first year as a growth strategist, I landed 7 & 8-figure brands as clients — I’ve brought in tens of millions in revenue for them, and now I want to pass on what I’ve learned to you.

Outlevel Marketer is the guide I wish I had years ago.

Inside, I reveal my actionable principles behind:

Running 6-figure promotions using only email and social media
How to run surveys that get to the root of what your fans really want

All inside the Outlevel Marketer email newsletter:

Creatives all share a common dilemma:

We’re the weird cousin of ‘real’ businesses. Go to any other field and marketing is pretty straightforward.

Find a problem and build the solution. Figure out a way to tell people you exist without overspending. Sell your solution, then sell more stuff to existing customers. Reinvest the profits.

This works. It’s simple. Elegant.

Every business you’ve ever bought a product or service from does some version of this. They don’t work for “exposure”.

Customer relationships often start with a sale. And if you can sell one product, you can scale your marketing up to sell thousands of them. That’s all well and good…

But how the hell do you apply that to your craft? CAN you even do that?

After all, music doesn’t solve a problem. A game doesn’t “deliver X% more fun than the leading brand”.

I mean, if you can make those claims work, more power to you.

For most creatives, though, it’s like trying to stuff a square block into a round hole.

That’s why Outlevel Marketer exists:

Let's grow your vision together.

Running a brand at scale and want me to find the 'easy wins' that make you more profitable out of the gate?

What you pay for, should you choose…

Are my step-by-step frameworks for creating new instant-selling, scalable products and marketing them at scale, bypassing the arduous process of grinding for follows completely.

I have products for this. They’re expensive, but the investment is well worth it.

Or you can hire me to help you build a more profitable fanbase using the experience I’ve developed generating tens millions of dollars for my clients.

Now, forgive me as I shamelessly press your emotional buttons and share with you...

A Cautionary Tale For Game Studios:

In 2005, Pixar was at a crossroads that would decide the company’s future.
(Yes, this ties back to games in a big way. Stick with me for a minute.)

They decided it was either time to either:

1) Buy up other businesses and diversify their revenue...

2) Or sell to Disney.

They chose the latter, of course.

But do you know why?

The true reason they sold their beloved IP to the entertainment behemoth who they already had VERY favorable terms with?

You might say, "The money, of course."

That would make sense.

After all, Steve Jobs netted too much Disney stock to fit even in his coffers.

And the stock options of the entire OG team soared in value, making it a great deal all around.

Yet it wasn’t about the dream pay day, as delectable as those many zeroes must have been.

Something else was brewing at Pixar:

Risk. A LOT of it.

As a company publishing a movie every few years, the pressure to deliver bigger and better was unbearable.

If they slipped just once... released a single movie that didn’t punch above its weight at the box office...

Their stock value could halve (or worse) overnight.

And one of the greatest creative powerhouses in the world would grind to a screeching halt.

But Disney with all its inertia could wave a magic wand, Sorcerer's Apprentice style, and poof that risk out of existence.

So a deal was struck, and Pixar’s shares went to Disney.

They’re still cranking _____ years later.

“How does this affect my game studio?” you might ask.

After all, you probably don’t have the same team size, public attention, ambitions, risks, etc... right?

Well, consider this:

If everything rides on the success of your next game, you face the same risk.

The pressure is on, constantly.

Even if you never miss, that’s a heavy weight to carry... and the bigger you grow, the more that risk compounds.

And it’s a risk you do not have to carry, because:

There’s far more to a great studio...
‍Than making great games.

More ways to build a lasting brand and pull in revenue.

Even without an ounce of help from Valve or Epic Games.

Instead, imagine never needing to grind for wishlists to keep food on the table.

Pitching streamers on playing your game only to get left on read.

Or be at the mercy of the media giants inundated with press kits from thousands of indie studios, hoping to get the next big IGN feature.

There’s a newsletter for that — bringing you one actionable tip at a time to help you sell more games, grow your studio, and never be dependent on the big guys again.

I’ve used the same principles to help generate as much as tens of millions in revenue per client in other industries...

And now, I want to apply them to the game industry.

In doing so, my hope is that your path grows a smidge easier.

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