The Creative Velocity Index. Each issue · one number · one tool · one finding the industry got wrong
Vol. 01 · Issue 01 · Jun 2026
Two findings, one thesis.
~8 min read
Finding 01 — The Volume Moat

Winners don't run better ads. They run an assembly line.

If you run paid creative — DTC founder, e-commerce performance lead, agency buyer, or in-house growth team — this one is for you. Across eighteen months of platform spend and creative output, one trait separates the top 1% of advertisers from everyone else, and it isn't budget, tenure, or some clever efficiency hack. It's raw creative throughput. The advertisers who win ship creative at industrial scale, run dozens of campaigns at once, and get there fast. Volume is the moat — and your refresh cadence is the lever.

For Advertisers, performance teams, DTC operators Cohort Gaming · agency-managed (n = 1,452) Window Dec '24 → May '26 Source Anonymized platform data

The Velocity Ladder.

Avg video creatives shipped · per advertiser · per quarter
Top 1%n = 55
15,306 /qtr
CVI 7,682
Top 10%n = 341
2,243
CVI 1,235
Top 25%n = 358
403
CVI 237
Mediann = 428
192
CVI 100
Bottom 50%n = 270
55
CVI 29
Note on scale. Bars drawn on a square-root compression so every tier remains visible — at true scale the top bar would run roughly 280× the length of the bottom one. Raw quarterly figures are labeled. Cohort: gaming · agency-managed accounts (n = 1,452, the segments with enough advertisers to be reliable).
280×
More video creative shipped by the top 1% than the bottom half — the single widest gap in the data.
Simultaneous campaigns / advertiser
Top 1% 92 vs Median 3
A typical advertiser runs 3 campaigns at the same time — one experiment at a time. The top 1% runs 92. Same auction, same hour. The elite operate a portfolio. Everyone else runs a single test.
+17%
How much older a top-1% account is than a bottom-half one. That's the entire tenure lead — about two and a half months.

Two stories the numbers look like they're telling — and aren't.

Red herring 01

It isn't seniority.

The obvious read is that the winners are simply the accounts that have been around longest. They haven't. Climbing from the bottom half to the top 1%, output explodes 280× — yet average account age inches from 470 to 550 days. Roughly two and a half extra months. The winners didn't out-wait anyone. They out-produced them.

470d
Bottom 50% avg age
550d
Top 1% avg age
Red herring 02

It isn't efficiency.

The second guess is that the big players found a cheap, clever way to mass-produce ads. The opposite is true. Divide 90-day spend by creatives shipped: the bottom half spends $104 per video, the top 1% spends $2,188 — roughly 21× more per creative, not less. There's no scrappy hack here. They industrialized, and they paid full freight to do it.

$104
Bottom 50% / video
$2,188
Top 1% / video
The Index

One number for the whole story.

The Creative Velocity Index (CVI) scores each advertiser tier by total creative output — videos, images, and interactives — shipped per advertiser per quarter, indexed so the median advertiser = 100.

It collapses the entire operating gap into a single, comparable figure. The typical advertiser scores 100. The top 1% scores nearly 7,700 — not because they're better marketers, but because they're running a fundamentally different machine.

Read it as a throughput benchmark: where does an advertiser sit on the velocity curve, and how far is the climb to the next rung?

Tier (gaming · managed)CVI
top_1pct7,682
top_10pct1,235
top_25pct237
median100
bottom_50pct29

Now find your seat on the ladder.

Live tool · runs in-browser · nothing saved

If you run paid creative on this platform — agency, in-house DTC team, founder doing your own buying — you already know your monthly creative output. Plug it in. The tool maps you to the tier you'd land in by the CVI ladder above, and tells you what it would take to climb a rung. The point isn't to flatter or scold. It's to make the gap concrete.

Inputs · monthly creative output

Roughly, what does your team ship in a month?

videos
Vertical, landscape, short, long — anything that counts as a video asset.
images
Banners, interstitials, app icons, product stills.
playables
Playables, mini-experiences, HTML5 ad units. Leave 0 if you don't ship any.
Your Creative Velocity Index
100 vs median = 100
median
7,682top_1pct 15,306 vids/qtr
1,235top_10pct 2,243 vids/qtr
237top_25pct 403 vids/qtr
100median 192 vids/qtr
29bottom_50pct 55 vids/qtr
You'd ship roughly 165 assets per quarter — about 110% of the median advertiser.

How it works. Your inputs are converted to a 90-day total (monthly × 3) and divided by the median-advertiser's quarterly output (222.3 assets), then × 100. Tier cutoffs are the midpoints between each tier's CVI score from the table above. Benchmarks reflect the gaming · agency-managed cohort — the highest-n, most reliable segment of the source data. Nothing is saved or transmitted. Refresh to clear.

And the format question already has an answer.

Total assets uploaded · May 2026 · log-compressed

Before celebrating any winner, kill the obvious red herring. Vertical video isn't winning. It already won. Across every advertiser tier, the share of video uploads that are vertical sits at ~100% — winners and losers alike. The differentiator isn't format. It's throughput within format.

vertical video
(long-form)
751,18315.1× vs Jun '24
playable
(interactive)
292,3485.3× vs Jun '24
interstitial
(portrait)
60,278~122× vs Jun '24
vertical video
(short-form)
53,77619.2× vs Jun '24
banner
(static)
1,2432.5× — table stakes
landscape video
(long-form)
470.65× — shrinking
Reading the bars. Assets uploaded across the platform in May 2026, with bar widths set to log10(assets) ÷ log10(top assets) so every format stays visible. A linear scale would render every format below "vertical video (long)" as a sliver. Growth ratios compare May 2026 to June 2024. The chart's job is to show ranking, not magnitude — vertical video is one to four orders of magnitude bigger than any other category by raw count.
Finding 02 — The Demand Shift

The growth is leaving gaming for the checkout cart.

Indexed monthly spend · Dec '24 = 100

Volume tells you how advertisers win. The eighteen-month trend tells you where the winning is moving. Gaming is still the cash base — roughly $985M / month in managed spend — but consumer and e-commerce spend is compounding more than 1.5× faster, and a wave of new self-serve advertisers is arriving to claim it. If you're a DTC operator wondering whether this platform is for you yet: the data says you and 2,166 other consumer self-serve advertisers just signed up in the last eighteen months.

Consumer / e-commerce · managed Gaming · managed Indexed to Dec 2024 = 100
4.1×
Consumer / e-commerce managed-spend growth, Dec '24 → May '26 — the fastest-moving demand on the platform.
2.5×
Gaming managed-spend growth, same window — still the larger base at ~$985M / month.
6.4×
Growth in self-serve consumer advertisers (400 → 2,567). The top of the funnel is filling fast.
The honest tension
$49.5K
↓ Avg spend / advertiser
$13.4K

Consumer self-serve grew 6.4× — but spend per advertiser fell.

The same window that saw self-serve consumer counts run from 400 to 2,567 also saw the average spend per self-serve advertiser fall from $49.5K to $13.4K per month. A natural read is that the cohort is weaker. We disagree — and want to flag the tension before anyone else does.

Lower per-advertiser spend during a sustained 6.4× count expansion is what it looks like when the front door opens. If you're a DTC operator just kicking the tires — running a few hundred dollars a day, A/B-ing your first vertical hook — you're exactly who that $13.4K average represents. That's not the platform softening. That's the next thousand customers walking in.

So what does this mean for you?

Three reads of the same data
If you run paid ads

Count your weekly creative output — then double it.

Strategy isn't the gap. Cadence is. If you ship 30 video assets a month, your competitors outranking you on impressions aren't smarter — they're shipping 5–20× that. Brief faster, batch wider, kill weaker hooks sooner. The lever is throughput.

Your movePlug your numbers into the calculator. The gap to the next tier is what to ship this quarter.
If you build tools or run an agency

The bottleneck the industry will pay to solve is volume, not novelty.

Generative creative tools, briefing platforms, freelancer-roster software, agency creative ops — all sit on the load-bearing constraint. The DTC market is expanding 6.4×; the production stack expanding underneath it is undersupplied. If you ship anything that lifts a brand from 90 to 900 assets per quarter, you're selling water in the desert.

Your moveBuild for the cadence layer, not the format layer. Vertical video already won.
If you underwrite the category

The thesis writes itself: creative throughput infra × the e-commerce wave.

Size of the room
~$1.2B / month
Total managed-account spend · May 2026 · compounding 4.1× consumer / 2.5× gaming

Two compounding curves in the same dataset point the same direction. Performance is throughput-constrained (the 280× gap). Demand is migrating to consumer (4.1× vs gaming's 2.5×, 6.4× more self-serve advertisers). The investable bet is whatever collapses the unit cost of high-volume creative at the moment the next thousand DTC advertisers arrive.

Read the investor memo
Your moveMap the creative-ops stack: generation, briefing, ops, distribution. The market is forming under it.
The Thesis

The bottleneck is creative throughput. The demand is moving to e-commerce. Whoever connects the two owns the next leg.

Two things in this data are hard to argue with. One: what separates winning advertisers isn't budget, tenure, or efficiency — it's creative throughput. Volume is the binding constraint on performance. Two: demand is migrating — consumer / e-commerce spend is compounding far faster than gaming, and self-serve advertisers are arriving more than over. Put them together and the highest-leverage move a platform can make writes itself: collapse the cost of industrial-scale creative.

Do that, and you don't just widen the lead for the top 1% — you hand the surging bottom 99% the one lever proven to move the line, at the exact moment e-commerce demand arrives to use it. That's a flywheel: more advertisers → more creative throughput → more performance → more advertisers.

A fair caveat, stated plainly. The tiers in this report are defined by 90-day spend rank. So the relationship between throughput and tier is associative, not causal — a snapshot cannot prove that shipping more creative makes an advertiser a top spender, and the arrow could run either way. The defensible claim is that elite advertisers are distinguished by a high-volume, many-campaign operating pattern that tenure and efficiency do not explain. The direction is unambiguous; the mechanism is not.
Issue 01.5 — What else we found

Two more findings sitting in the same data.

Issue 01 is one story, sharply told. But this dataset has more in it than the headline, and editorial honesty means showing the work. Here are two second-order findings we caught while building Issue 01 — both pulled from the same three CSVs, both defensible. Neither made the headline because Issue 01 needed to be one moat, not three. They're here so you can see what we left on the cutting-room floor — and because at least one of them is the cover of Issue 02.

Finding 03

The interactives gap is wider than the video gap.

The 280× video gap is the headline of Issue 01. It isn't the widest gap in the data. The widest gap is in interactives — playables and HTML5 mini-experiences. Top 1% gaming-managed advertisers ship 1,747 interactives per quarter. Bottom-50% advertisers ship 4.5.

That's 388× — about 40% wider than the video gap. The format the average advertiser quietly ignores is the format the elite double down on.

If Issue 01's story is "velocity is the moat," Issue 02's story may be "and interactives is the moat inside the moat."
Top 1%n = 55
1,748
Top 10%n = 341
484
Top 25%n = 358
111
Mediann = 428
21
Bottom 50%n = 270
4.5
Note on scale. Bars on square-root compression so every tier stays visible. True scale = 388× from top to bottom. Cohort: gaming · agency-managed (n = 1,452). Source: Dataset 3 (90-day snapshot). Excluded: the n=5 consumer · managed cell that ships 25,186 interactives — five advertisers isn't a pattern.
Finding 05

Peak vertical? Maybe.

Vertical video uploads compounded for 22 straight months. Then April 2026 hit 831,404 uploads — an all-time peak. May 2026 dropped to 751,183. A 9.6% month-over-month decline in the format that's defined the entire window.

One data point is not a trend. But after eighteen months of monotonic growth, the first down month deserves a note — not a celebration of "vertical video collapsed," but a flag for advertisers planning their second-half 2026 creative ops. If April was the peak, the calculus on hook fatigue and format diversification changes.

Honest read: one month of decline doesn't make a peak. Could be calendar effects, batch timing, or noise. Worth tracking in Issue 02. We're flagging it, not calling it.
Monthly uploads of vertical video (long-form) across the platform, Jun 2025 – May 2026 (the most recent twelve months). Source: Dataset 2. Note the run from 165K to 831K and the first turn at the top.
Coming · Issue 02

The moat inside the moat.

Publishing Q3 2026 · Same dataset, fresh quarter
Issue 01 showed you that velocity is the moat. Issue 02 zooms in on the format inside the moat. When we re-cut the data by asset type, interactives — playables, mini-experiences, HTML5 ad units — open up an even wider tier-to-tier gap than video. The format the average advertiser barely ships is the one the elite double down on.
388×
Top 1% vs Bottom 50% — interactives per advertiser per quarter

How this was built — and what was thrown out

  • Cohort. Every Finding-01 number uses gaming, agency-managed accounts — 270 to 428 advertisers per tier, the segments with enough advertisers to be reliable. Thinner segments were not used for headline claims.
  • Tiers are defined by 90-day spend rank. So a spend gap between tiers exists by construction. We never treat it as a finding. Every claim above rests on a variable free to move independently of spend: creative output, campaign count, or account age.
  • Excluded. The top-1% consumer / managed cell (n = 5) and its 25,186-interactives-per-advertiser figure. Five advertisers isn't a pattern; it's an outlier wearing a costume. Likewise excluded: the top-25% gaming / self-serve cell (n = 2).
  • Set aside as a red herring. Vertical-video share runs ~100% in every tier — winners and losers alike. It is table stakes, not a differentiator, so it earns no place in the story of why anyone wins.
  • Mean vs. median. A handful of mega-spenders inflate the top-1% gaming mean ($33.5M) versus its median ($19.6M). Where the divergence matters, both numbers are read side-by-side.
  • Finding 02 uses monthly managed-account spend (Dec 2024 – May 2026), indexed to Dec 2024 = 100, plus self-serve advertiser counts from the same period. The honest tension — 6.4× advertiser growth alongside falling spend-per-account ($49.5K → $13.4K) — is surfaced on-page rather than buried; we read it as expansion runway.
  • Associative, not causal. Stated plainly in the close above. The arrow could run either way. The defensible claim is the operating pattern, not the mechanism.
  • Data. Illustrative, anonymized, aggregated platform data covering Dec 2024 – May 2026 (format detail extends back to Jun 2024). Figures rounded for display. No external data used.
  • What didn't make Issue 01, but is in the data. Two more findings sit in the same CSVs — the interactives gap (388× — wider than the video gap) and a possible peak in vertical-video uploads (April 2026, −9.6% in May). Both are surfaced in the Annex above rather than buried in this list, because editorial honesty means showing what we left out, not just what we picked.
  • Build. Data parsing, recomputation, and SVG/CSS chart authoring done with Claude Code as a coding partner — charts are computed from the raw CSVs and hand-rendered, not AI-image-generated. Writing and editorial choices are mine.

See it ship — what each channel cut would look like.

Four channel cuts + one investor memo + one hero ad · drafts only

A report is only as good as the channels it travels through. The same two findings, re-cut per audience, were drafted in SUPPORTING-DRAFTS.md — and then visually mocked up by hand in HTML/CSS (no AI image generation) so the reader can see exactly what each cut would look like in the wild. Each one opens in a new tab. Every word is the real post copy. Every mockup is marked DRAFT.

Why the channel mockups are hand-built, not AI-generated. AI image models hallucinate UI elements, distort text, and would compromise the data fidelity that defines this report. Each channel mockup here is rendered in HTML/CSS — the post copy is exact, the numbers trace to NUMBERS.md, the brand palette stays consistent across the set. One publication. Four channel-native cuts + one investor memo, all hand-built in HTML/CSS — plus one hero paid-social creative. Zero hallucinated data.

Halania Dixon, Editor of The Creative Velocity Index Halania DixonEditor · Vol. 01
About the editor

Hi — I'm Halania Dixon.

I'm a founder, business owner, and creative strategist. I grew an organic audience past 120M+ views and 120K+ followers — not from one lucky hit, but by running a repeatable formula: a content system built to ship, test, and compound, fully organic. So I don't cover the economics of paid creative from the outside. I've lived the exact pattern this report measures. The Creative Velocity Index is a quarterly index I'll publish each cycle: one number, one tool, one finding the industry got wrong.

I built this issue because the finding isn't abstract to me — it's how I grew. The accounts that win don't chase one perfect post; they run a system that ships the next ten while everyone else is still polishing the first. That's the formula behind my own numbers, and the data says it's the bet the whole market is about to need. I read this the way an operator does — not "what's the prettiest chart" but "what would I change Monday morning." Next issue lands Q3 2026.

How I'd build this with your team.

From one report to a content engine

The report is the proof of concept. The job is operationalizing it — and that's cross-functional. One dataset, many audiences; here's where I'd plug in.

Research & Data

Pressure-test, then productize

Every figure here was recomputed from the raw CSVs before a word got written. I'd pair with data to turn the Velocity Index into a recurring quarterly benchmark — verified, not vibes.

Design

A repeatable system

Templatize the chart and layout system so every issue is screenshot-ready on day one. Design scales the format instead of rebuilding it each cycle.

Business Development

Analysis → pipeline

Route the demand-shift story to the advertisers, founders, and partners it's about — turning a data essay into conversations and warm intros.

Investors & Leadership

The same data, as a thesis

Re-cut the findings as a market narrative for leadership and investor audiences. One dataset, three fluencies — advertiser, founder, investor.

Issue 02 · Q3 2026

The cover is the 388× Interactives Gap.

One issue per quarter. One number. One tool. One finding the industry got wrong. No spam, no upsells, no sponsorships.

Drafts only — this form is a visual prototype for the take-home submission. No data is captured or transmitted.
Demo: in a live deployment, this would route through Substack / Beehiiv. For the take-home, no data is captured.