Prior marketing efforts for CROSSNET were unsuccessful at flushing out an optimal customer persona instead of focusing on a mass appeal approach. The data we compiled suggested that woman 35+ was the ideal target demographic. We were finding our target demographic allowed us to overcome their tight budget by spending more efficiently. Allowing us to bypass many limitations that their previously tight budget imposed, making spending more efficient. Given the nature of the product, it was fair to assume that these 35+-year-old women were mothers, aunts, or something similar purchasing the game for children. We repurposed struggling creatives to appeal towards those women, and after initial tests proved our assumption to be correct, we were able to scale quickly.