BANNERS & COURT BRANDING
Brand presence
Agree the court, position, creative and display period. Reporting is based on the integrations available for that release.
IN-GAME ADVERTISING & PARTNERSHIPS
Explore court branding, banners and cup sponsorships in PickleChill Super Rally. We connect the placement, creative treatment and reporting to your campaign brief.
EXPLORE THE PLACEMENTS
Select a numbered placement. The diagram uses an actual game preview, with the fifth opportunity shown separately below.

PLACEMENT 01
Place a brand identity in the electronic screen’s logo area. Score information and gameplay readability remain clear. Placement-specific measurement is scoped separately.
Branding must keep the ball, players, score and controls readable. The screen logo zone and central court mark are distinct from the two side banners.
BEYOND A COURT SURFACE

05 / CUP SPONSORSHIP
Scope presenting-partner recognition, a cup name treatment and relevant competition touchpoints. Super Rally has five cups, including the World Rally Super Cup.
Promotional trophy artwork illustrates the opportunity. This is not a completed sponsor integration or a cup-interface mockup. Court names and cup names are separate.
Discuss Cup SponsorshipWAYS TO PARTNER
BANNERS & COURT BRANDING
Agree the court, position, creative and display period. Reporting is based on the integrations available for that release.
CUP SPONSORSHIP
Shape presenting-partner recognition around a cup journey and its agreed game touchpoints.
SCOPED DEVELOPMENT
Assess a branded challenge, relevant product integration or after-match action against your objective.
GAMEPLAY ANALYTICS
Our analytics system has been developed to support game improvement and brand-partnership reporting. Deployment and data checks are part of the testing phase.
DEVELOPMENT COMPLETE · TESTING PHASE
01 / AUDIENCE
Anonymous browsers, active players, sessions, match starts and completed matches.
02 / ENGAGEMENT
Effective play time per active player, replay rate and D1 / D7 return activity.
03 / INSIGHT
Court, character, skill and cup activity, with campaign-source and device breakdowns.
04 / ADVERTISING
Estimated impressions and visible time for integrated side banners, with date filters and CSV exports.
Players are deduplicated by anonymous browser identity, not verified people across devices. Average play time is effective match time per active player over the selected period; it excludes paused and background time.
Side-banner impressions use an in-game visibility estimate: at least 50% of the area in view for one continuous second during active foreground play. They are not third-party-certified impressions or proof of attention. Current reporting covers the left and right banners; screen, kitchen-logo and cup-sponsorship measurement require additional integration.
D1 / D7 return rates need completed observation periods. Date-filtered reports and CSV exports support agreed reporting; actual results depend on deployed collection and available data.
FROM BRIEF TO PARTNERSHIP
We confirm creative production, positions, period, reporting and any custom development. Audience or delivery commitments are stated only when backed by agreed data.
Current analytics cover anonymous participation, effective play and configured side-banner visibility estimates. Other placements and conversion flows need their own measurement setup.