
SK Gaming Brawl Stars Magenta Trophy Creator Qualifier
Influencer MarketingGameInfluencer cast Puuki and Clashgames to host SK Gaming's online Brawl Stars Duo Showdown Qualifier on YouTube, reporting a 12.1% average engagement rate across both channels.
Case in 60 seconds
SK Gaming set out to involve Brawl Stars experts and influencers in its Magenta Trophy Tournament, and because it was a German event, the work had to reach Brawl Stars players in the German market specifically.
The campaign turns on access rather than exposure, because winning qualifier players earned the chance to play with their influencer in the offline tournament, so the creator became part of the prize itself.
GameInfluencer cast two exclusive talents who produce primarily Brawl Stars content as hosts of the online qualifier, so the route into the tournament ran through creator channels rather than the organiser's own.
Puuki and Clashgames hosted the online Brawl Stars Duo Showdown Qualifier for SK Gaming & Magenta through YouTube streams, supported by YouTube video content and Instagram content, and winning players could join their influencer in the offline tournament.
GameInfluencer reports 150K+ total views and an average 12.1% engagement rate across both channels, while the page publishes no figures for qualifier entries, tournament participation or Instagram performance.
Strategy Breakdown
Creative & Execution System
Assets & channels
- YouTube
Partners
- GameInfluencer
Participation mechanic
- Players entered the online Brawl Stars Duo Showdown Qualifier hosted by Puuki and Clashgames, and the winning players had the chance to play with their influencer in the official offline tournament.
Creator role
- Puuki — creator
- Clashgames — creator
Results & Evidence
| Metric | Value |
|---|---|
| Total Views | 150K+ views |
| Influencers | 2 exclusive talents |
Why Game Influencer's strategy worked
- 1
Making the creator part of the reward, through a chance to play with them in the offline tournament, gives qualifier entry a reason beyond the prize pool, which suits audiences built around a single game.
- 2
Casting creators who produce primarily Brawl Stars content, rather than creators chosen for general gaming reach, matches each host to the tournament's own game, so the qualifier lands with players who already follow that title.
- 3
Scoping the work to the German market because the event itself was German keeps creator selection tied to where players could take part, rather than spreading attention across markets with no route into the tournament.


