Advertise: Difference between revisions
From Rise: The Vieneo Province
No edit summary |
|||
| Line 143: | Line 143: | ||
* '''Auxiliary Fuel:''' Logo placement on portions of both sides of the container. | * '''Auxiliary Fuel:''' Logo placement on portions of both sides of the container. | ||
[[File:RISE_Advertise_CargoAft.png|thumb|center|600px|Cargo Aft container in the RISE game world.]] | |||
<div class="rise-snapshot-placeholder" style="border:2px dashed #829aaa; background:#f3f7fa; padding:16px; margin:16px 0; min-height:100px;"> | <div class="rise-snapshot-placeholder" style="border:2px dashed #829aaa; background:#f3f7fa; padding:16px; margin:16px 0; min-height:100px;"> | ||
Revision as of 14:14, 3 October 2026
Rise: The Vieneo Province (RISE) is an immersive multiplayer space simulation set in 2251. Players move passengers and cargo, operate vehicles and help build an off-world economy.
Put your brand into the everyday life of a future world. We offer branding on vehicles, containers and selected building signs, plus static and animated billboards at the CPOC orbital station and Easydock service stops. City billboards and large animated LCD screens are planned as additional formats. Placements should feel like part of the setting and support the realism of the world.
Audience and Brand Fit
Placements are not geotargeted. Campaigns are not restricted to a player's country or region. International brands and creative that make sense across markets are especially suitable. We can agree the in-game location and supported surface, but do not promise geographic or demographic targeting.
Cargo and storage, transport, energy, construction, consumer technology and everyday products can all have a credible place in this future economy. Choose a broadly recognizable brand message rather than a local offer that depends on a particular market.
Brand Direction and Approval
We work with each sponsor to choose an appropriate placement and adapt approved artwork to the game.
- Choose an agreed vehicle or container type, building sign, station billboard or other supported placement.
- Direct the use of your logo, colours and artwork within the selected surface.
- Review and approve a placement preview before activation.
- Agree the campaign dates, measurement rules, spending cap and price in writing.
For example, a freight or logistics brand could choose Cargo Aft containers rather than every container type in the game. An energy brand could select a fuel container or a billboard at a service stop. A technology brand could choose building signage or a supported animated screen.
We require written permission to use your brand and follow your supplied brand guidelines. Category exclusivity, control of an entire vehicle class, naming rights, custom model work and bespoke creative production require a separate agreement. Selecting a container type does not automatically grant every container of that type or exclusive use. Any exclusive agreement must name the covered surfaces, placement priority and treatment of existing paid personal or alliance graphics. Exclusivity does not automatically override player customization rights.
Pilot Pricing and Payment
All prices are in US dollars and exclude applicable taxes. We propose an initial 90-day campaign with monthly reporting and payment after delivery. There is no annual commitment, upfront media deposit or minimum media spend. Placement availability and final terms are confirmed in writing before activation.
| Format | Rate per 1,000 qualifying impressions | Example: 10,000 impressions | Locations and availability |
|---|---|---|---|
| Static branding | US$5.00 | US$50.00 | Supported vehicle/container logos; selected building signs; static CPOC and Easydock billboards. City billboards are planned. |
| Animated creative | US$8.00 | US$80.00 | Animated CPOC and Easydock billboards. Large animated city screens are planned. |
These are proposed pilot prices. The examples illustrate the calculation, not a delivery forecast or guarantee. The same format rate applies across agreed locations; exclusivity, reserved landmark rights and custom production are separately quoted.
What the Pilot Includes
- An agreed placement scope and campaign start/end dates.
- One sponsor-supplied creative, with routine adaptation to the supported surface.
- Brand input on placement and artwork, with final-preview approval.
- A monthly delivery and billing report.
- Documented appearances in streams or videos when available, reported separately.
Monthly Billing in Arrears
Agree a monthly spending cap before launch; US$100 per month is one possible test cap, not a required spend. At month end, we report qualifying impressions and invoice the amount actually delivered at the agreed rate. An invoice of US$30 is US$30, even if the cap was US$100. The default proposed invoice term is 30 days from issue; an authorized payment method can be used by agreement.
We never bill above the agreed cap. Placements are paused when the cap is reached unless an increased budget is agreed. The proposal sets cancellation and removal terms; renewal after the initial test is optional. There is no guaranteed minimum delivery or streaming audience.
Measurement is a condition of impression billing. Current historical logo-delivery counters are explained below and are not billed as verified on-screen views. Before an impression-priced campaign starts, we confirm that its qualifying on-screen exposure can be measured. Other placement reservations can be scoped and quoted separately.
A qualifying impression follows the measurement rules agreed for the campaign, including visibility and repeat-exposure limits. Another network delivery, rendered frame or repetition of the same animated loop does not automatically create a new billable impression.
Qualifying Exposure and Measurement Readiness
We are testing vehicle-logo exposure locally in the game client. These diagnostics are not yet a production advertiser reporting or billing service. Each booked surface needs validated measurement and campaign attribution before impression billing begins; static vehicle testing does not establish readiness for building signs, station billboards or animated screens.
The proposed static-view policy follows the IAB/MRC intrinsic in-game baseline: at least 50% of the creative visible, its visible portion covering at least 1.5% of the screen, for one continuous second. Video or dynamic creative needs its separate two-second condition. Qualification measures an opportunity to see the brand; it does not prove attention or recognition.
A qualifying ad is counted once within its defined user session under this baseline. Subsequent exposure adds visible time, with replays identified separately. The proposal discloses how repeated surfaces form an ad unit and how session counting works. We do not describe experimental diagnostic results as accredited measurement.
Click-Based Campaigns
Cost-per-click campaigns can be considered if a placement supports an intentional, measured action such as opening a sponsor link. Looking at a logo, passing a sign, docking or replaying a loop is not a click. A click-priced campaign needs a supported interaction, agreed validation rules and a separate price; it is not part of this pilot rate card.
Historical Impression Examples
Our campaign records show 181,376 logo-delivery impressions across seven historical campaigns between 24 March 2025 and 2 October 2026. The table below shows five longer-running examples, which account for 181,228 of that total.
| Example | Placement | Campaign start | Cumulative logo-delivery impressions |
|---|---|---|---|
| A | Cargo Aft | 24 March 2025 | 112,706 |
| B | Cargo Top | 26 March 2025 | 9,919 |
| C | Passenger container | 28 March 2025 | 22,785 |
| D | Auxiliary fuel container | 27 March 2025 | 23,031 |
| E | Cargo Top | 28 March 2025 | 12,787 |
What these figures measure: A logo-delivery impression is recorded when campaign branding is supplied with vehicle or container data to a player's game client. Repeat deliveries can increase the counter. These figures do not establish unique viewers, on-screen visibility or attention.
The examples show individual campaign counts, not the full exposure capacity of each placement type. The two Cargo Top examples shared that type. Results depend on the vehicles and locations involved, campaign configuration and player activity. These totals do not guarantee future delivery, establish current monthly reach or measure billboard, building-sign and animated-screen exposure.
Reporting and Streaming Exposure
Each pilot campaign includes a monthly report identifying the campaign, approved placement and artwork, active dates, available delivery counts and any known measurement gaps or changes.
Impression-priced reports identify the qualifying billable count, measurement method, rate, charge and remaining monthly budget. Exposed-player reach, frequency and visible time are included when measured. Unavailable metrics are identified rather than estimated as facts.
RISE can also appear in player streams and recorded videos. Where a brand appearance can be documented, we can include links and relevant timestamps. Streaming and video audience figures are reported separately: a video's total views do not establish how many people saw a particular logo. These appearances are not automatically added to billable game impressions.
Placements and Screenshot Examples
The screenshot boxes below are draft placeholders awaiting captures. Existing-format examples will show actual in-game scenery with approved or fictional artwork. Planned city formats will be identified as concepts until implemented.
Vehicles and Containers
Current campaigns use supported logo surfaces on working vehicles and containers. Placement scope and current availability are confirmed before booking.

ARJ Containers
- Cargo Aft: A small conventional freight container, similar in form to containers carried on trains, flatbeds and cargo ships. Logo placement on both broad sides makes it suitable for freight carriers, logistics companies and industrial suppliers.
- Passenger: Logo placement on both broad sides and on the entry door at one end. Where artwork overlaps windows, the treatment allows passengers to see out.
- Cargo Top: Logo placement on both broad sides of the container.
- Auxiliary Fuel: Logo placement on portions of both sides of the container.

SCREENSHOT 02: Cargo Top container
Existing logo surface. Cargo Top container in a loading or stacking scene. Include the broad-side logo, loading equipment and surrounding logistics scenery so the difference from Cargo Aft is obvious.
Replace this placeholder with: RISE_Advertise_CargoTop.png
SCREENSHOT 03: Passenger container
Existing logo surface. Passenger container at a boarding point with its entry door and broad-side mark visible. Include the terminal or boarding environment and show how artwork works around the windows.
Replace this placeholder with: RISE_Advertise_Passenger.png
SCREENSHOT 04: Auxiliary fuel container
Existing logo surface. Auxiliary fuel container in a refuelling or servicing scene. Show the actual supported side logo and enough of the vehicle and service area to make its function clear.
Replace this placeholder with: RISE_Advertise_Fuel.png
Ground Vehicles
- C-2A Dasher: Logo placement on the driver and passenger doors.
- T-121 Steerhead: Logo placement on the driver and passenger doors. The older T-120 Steerhead does not support this placement.
- T-27 Mammoth: Large logo placement on both sides of the vehicle body.
- C-98 Construction MuVER: Logo placement on the driver and passenger doors.
SCREENSHOT 05: C-2A Dasher in the city
Existing logo surface. Three-quarter view of the Dasher on an actual city street. Make the door logo readable, with buildings, road lighting and other in-game scenery behind it. Replace the old isolated car thumbnail.
Replace this placeholder with: RISE_Advertise_DasherStreet.png
SCREENSHOT 06: T-121 Steerhead
Existing logo surface. T-121 on an apron or service road, with its door logo readable and a working vehicle, hangar or terminal in the scene. Confirm this is T-121 rather than the older T-120.
Replace this placeholder with: RISE_Advertise_Steerhead.png
SCREENSHOT 07: T-27 Mammoth
Existing logo surface. Mammoth at a logistics or industrial site. Show the large side logo in context with cargo, equipment and surrounding structures.
Replace this placeholder with: RISE_Advertise_Mammoth.png
SCREENSHOT 08: C-98 Construction MuVER
Existing logo surface. C-98 at an actual construction site. Show a marked driver/passenger door and the work environment, rather than a studio vehicle render.
Replace this placeholder with: RISE_Advertise_ConstructionMuVER.png
Aircraft
- T-19 Stratomaster: Logo placement on both sides of the tail.
SCREENSHOT 09: T-19 Stratomaster tail
Existing logo surface. T-19 on an apron, taxiway or boarding stand. Show a tail-side logo with a terminal, service activity or other aircraft behind it.
Replace this placeholder with: RISE_Advertise_Stratomaster.png
Aerospace Vehicles
- E-11 Saint: Nose-art placement on both sides of the cockpit. The older E-10 Saint does not support this placement.
- W-6 Manx: Nose-art placement on both sides of the cockpit.
SCREENSHOT 10: E-11 Saint nose art
Existing logo surface. E-11 in a hangar or on approach to a recognizable facility. Show supported cockpit-side nose art and in-game scenery. Confirm E-11 rather than E-10.
Replace this placeholder with: RISE_Advertise_Saint.png
SCREENSHOT 11: W-6 Manx nose art
Existing logo surface. W-6 in a working aerospace setting. Show cockpit-side nose art with surrounding landscape, infrastructure or docking context.
Replace this placeholder with: RISE_Advertise_Manx.png
Other models, including construction-container and spacecraft proposals such as the DIHV, can be reviewed individually. Branded props or cockpit emblems can also be considered as future placements. Supported surfaces, campaign scope and measurement must be confirmed before a quote.
Prominent Building Signage
Selected building signs can give a brand a recognizable place within the city. We agree the building, sign surface, artwork treatment and campaign period with the sponsor. Ordinary static sign exposure follows the static pilot rate where measured; landmark rights, naming rights and exclusive reservations are quoted individually.
SCREENSHOT 12: Building sign: city context
Existing; location to select. Wide city view showing the proposed signed building as a recognizable landmark. Keep its sign visible while showing adjacent streets, buildings and scale.
Replace this placeholder with: RISE_Advertise_BuildingWide.png
SCREENSHOT 13: Building sign: player approach
Existing; location to select. The same building sign from a normal player approach or street camera. Demonstrate realistic readability; do not substitute a close-up that hides viewing distance.
Replace this placeholder with: RISE_Advertise_BuildingApproach.png
CPOC Orbital Station Billboards
CPOC offers static and animated billboard placements in an orbital setting. Select an agreed surface and creative treatment suited to the station and its player routes. The examples will show both the orbital context and actual screen visibility. Screen location, dimensions, playback specifications and measurement are confirmed in the proposal.
SCREENSHOT 16: CPOC: orbital setting
Existing station. Establishing view of CPOC in orbit, with the planet or orbital scenery visible where possible. Identify where advertising sits relative to arrival, docking or player traffic. This is a context shot, not proof of a readable ad.
Replace this placeholder with: RISE_Advertise_CPOCOverview.png
SCREENSHOT 17: CPOC static billboard
Existing billboard format. Actual CPOC static billboard from a normal player route, with station structure or docking activity in frame. Make the creative readable at realistic distance.
Replace this placeholder with: RISE_Advertise_CPOCStatic.png
SCREENSHOT 18: CPOC animated billboard
Existing billboard format. Actual animated billboard at CPOC with orbital/station context. Capture one readable frame plus a short clip of the full loop from the same player viewpoint.
Replace this placeholder with: RISE_Advertise_CPOCAnimated.png
Easydock Billboards
Easydock offers static and animated billboards at in-game service stops. These placements can suit transport, energy, convenience and everyday consumer brands. We agree the location and creative treatment without implying a relationship with any real-world service-stop operator.
SCREENSHOT 19: Easydock: service-stop setting
Existing location. Establishing view of Easydock as an in-game service stop. Include its architecture, arrival route and vehicle/service activity; show where signs and screens sit. Do not depict a real convenience-store affiliation.
Replace this placeholder with: RISE_Advertise_EasydockOverview.png
SCREENSHOT 20: Easydock static billboard
Existing billboard format. Actual static billboard at Easydock from a natural arrival or service route. Show a readable creative and the service-stop setting together.
Replace this placeholder with: RISE_Advertise_EasydockStatic.png
SCREENSHOT 21: Easydock animated billboard
Existing billboard format. Actual animated billboard at Easydock, in the service-stop environment. Capture a readable frame and a short clip of the complete loop from the same normal player viewpoint.
Replace this placeholder with: RISE_Advertise_EasydockAnimated.png
Static City Billboards — Planned
We are developing billboard placements for approved still artwork within the city. Each proposal will identify the location, artwork dimensions, campaign dates and reporting method. Availability will be confirmed when the format is ready.
SCREENSHOT 14: City static billboard
Planned city format. When implemented, capture a street-level static billboard in the city with its surroundings and a normal player viewing distance. Any earlier concept must be labelled a concept, not an existing game screenshot.
Replace this placeholder with: RISE_Advertise_CityStatic.png
Large City LCD Screens and Animated Loops — Planned
We are developing large city screens for short animated creative. Loops should convey the brand clearly, fit the future-world setting and work without relying on audio. Duration, file specifications, playback support and locations will be confirmed for each screen before production or booking.
SCREENSHOT 15: City animated LCD screen
Planned city format. When implemented, capture a large city screen in context at a readable animation frame. Also capture its full short loop from a normal player view; identify any earlier mockup as a concept.
Replace this placeholder with: RISE_Advertise_CityAnimated.png
Guidelines for Graphic Content
All logos, nose art and advertisements must follow these guidelines and fit the immersive world of Rise: The Vieneo Province.
Artwork Specifications
- Vehicle and container logos: PNG, 256 x 256 pixels, with transparency and no solid-colour background.
- Building signs and billboards: Dimensions, aspect ratio and background requirements are supplied for the agreed surface. The vehicle-logo specification does not apply automatically to these formats.
- Animated screens: Duration, resolution, file format and file-size requirements are confirmed for the supported screen format before production.
- Brand assets: Supply approved artwork and your brand guidelines. A high-resolution or vector master is useful for adaptation; the final game asset must meet the agreed format.
Prohibited Content
Advertisements must not contain or promote the following:
- Hate Speech and Symbols:
- Imagery or language that incites hatred, violence, or discrimination against any group based on race, ethnicity, religion, gender, sexual orientation, disability, or nationality.
- Symbols associated with hate groups or ideologies, such as swastikas.
- Adult Content:
- Nudity, sexually explicit material, or lewd imagery.
- Content that is sexually suggestive or intended for adult audiences.
- Violence and Weapons:
- Graphic depictions of violence or gore.
- Promotion of weapons, explosives, or related paraphernalia.
- Drugs and Illegal Substances:
- Imagery or references to illegal drugs, drug paraphernalia, or the promotion of recreational drug use.
- Political and National Symbols:
- Political messages, endorsements, or campaign materials.
- National flags or emblems that could cause political tension within our international player base.
- Sensitive Events:
- Content that exploits or trivializes sensitive events, such as natural disasters, conflicts, or tragedies.
Relevance and Quality
- Contextual Fit:
- Ads should be relevant to the gaming environment and not disrupt the immersive experience.
- Professionalism:
- High-quality images that are clear, well-designed, and free from typos or errors.
- Animated artwork should avoid rapid flashing or distracting effects.
Review and Approval
All advertisements undergo review by the RISE team. We may reject artwork that violates these guidelines or is inappropriate for our community. The sponsor approves the agreed placement preview, and written brand permission and the commercial agreement precede activation.
Request a Placement Proposal
Contact support@risetvp.com with your brand, preferred placement, campaign timing and monthly budget cap. If you have artwork or brand guidelines available, include those too. We will confirm suitable inventory and provide a placement, measurement and payment proposal.