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Producer Manual · Chapter 10 · NBA Top Shot & Disney Pinnacle

The calendar

There's a drop every month, and they don't all weigh the same: a massive tentpole about once a quarter, a smaller tentpole the other months. Nothing smaller runs in between. Instead, daily chase and spotlight packs, the lead-up to the next drop, and daily games and quests run underneath every week, all quarter. Get the sizes and the timing right, and every week has a reason to buy — not just drop weeks.

Two versions of the same quarter

An example, to show the difference.

One size, every week

  • Every month ships a drop the same size as the last.
  • The daily chase pack sells on the same schedule and the same spotlight, whatever else is happening that week.
  • A big real-world moment arrives, and nothing on the calendar moves to meet it.

The tentpole never feels bigger, and the daily layer never feels urgent.

Three rhythms, one calendar

  • One tentpole a quarter, sized to feel like the biggest week of the year so far.
  • Two smaller monthly drops around it.
  • Daily chase and spotlight packs, the lead-up, and daily gameplay running underneath, every single week.

Every week has its own reason to buy, and the tentpole still feels like the biggest week of the quarter.

How to do it

  1. 1

    Set the two drop sizes, and nothing smaller in between

    There's a drop every month. About once a quarter, one of them is the massive tentpole; the other months get a smaller tentpole. There are no small drops in the gaps between them — nothing between drops is itself a drop. What runs in the gaps is the daily layer underneath, covered next.

  2. 2

    Give the daily layer its own job: chase and spotlight packs

    Daily chase and spotlight packs are premium, with a pretty good hit rate. They put a spotlight on Moments from the past and carry a small share of the Moments from the upcoming season. They sell out quickly, every day, limited to collectors who meet the status and access requirements they've earned (Chapter 7). Chapter 6 sets how much of this layer exists; this chapter is about when it runs — every day, all quarter, never only around a drop.

    Keep only two or three releases live at any one time, on a simple schedule that repeats. More than that splits attention and leaves each release looking quieter than it is.

  3. 3

    Layer the lead-up and the daily gameplay on top

    Two more things run every day on top of the daily packs: the lead-up to the next drop — honour the past, open the doors, show the build-up (Chapter 2) — and the day-to-day gameplay: games, quests and challenges. None of this is extra content bolted onto a drop. It's what fills the calendar between them.

  4. 4

    Let the whole window tell one story

    The daily packs, the lead-up and the daily gameplay aren't separate programs running in parallel. Each window between drops tells one story that leads into the next drop (Chapter 3), and everything live during that window is part of telling it.

  5. 5

    Time supply to meet peak demand, not a fixed date

    Unlock new supply when demand is highest — a big real-world moment, the final week of build-up — never into a quiet week just because it's next on the schedule. Supply that sits unsold is also a cost: it comes off the marketplace and is repackaged, never discounted and never re-minted (Chapter 9), so a layer timed into a quiet week doesn't just underperform, it stays unsold.

  6. 6

    Make every week a reason to buy, not just drop weeks

    Weekly buyers is the score (Chapter 12), and the calendar is how it's won or lost between drops. The tentpole and the monthly drops carry the weeks they land in. The daily layer, the lead-up and the daily gameplay have to carry every other week, giving every kind of collector a reason to come back before the next drop even opens.

    Three rhythms, layered One size, every week time, one quarter weekly buyers drop tentpole drop
    Illustration: the shape, not real data. A calendar with only drops falls to near zero between spikes. A layered calendar keeps a floor under every week — and the tentpole is still the tallest point of the quarter.
Month 1 Month 2 Month 3 DROPS Monthly drop Quarterly tentpole Monthly drop DAILY CHASE & SPOTLIGHT PACKS A new chase or spotlight pack, every day — sells out daily LEAD-UP TO THE NEXT DROP Builds through the month, tallest just before the tentpole DAILY GAMEPLAY Games, quests and challenges — every day
A quarter, four layers deep. Drops land once a month, one of them massive. Daily packs, the lead-up and daily gameplay run underneath every week, all quarter.

What it looks like

Examples of the move, not plans.

NBA Top Shot · a quarter

"One tentpole month, two lighter months, and a chase pack every day in between."

  • The new rookie class anchors the quarter's tentpole month.
  • The other two months carry smaller drops of their own.
  • Daily chase and spotlight packs spotlight Moments from past seasons, with a small share of the new season mixed in.
Disney Pinnacle · a quarter

"A themed collection carries one month. A calendar moment carries the next."

  • A themed collection anchors one month; a calendar moment, like a holiday or an anniversary, anchors another.
  • Daily chase and spotlight packs spotlight pins from past collections, with a small share of what's coming mixed in.
  • Quests tied to the calendar moment run every day, building toward priority on what's next.

Who hears what, and when

The calendar gives each kind of collector something different to come back for, every week.

CollectorWhat the calendar gives themWhat they hearWhere
Grail CollectorThe date of the next tentpole, as soon as it's set, and the story building toward it"The quarter's biggest week is coming, and here's how it builds"A personal email, and the drop page
CompletionistWhich spotlight pack features the set they're building"This week's spotlight is on the set you're building."A push or in-app message triggered by their progress
Collector-SpeculatorWhich chase pack is live today, and its oddsToday's chase pack, and what's in itThe drop page, and push — it's gone by tomorrow
Social FanThe daily or weekly challenge to play with friends"Today's challenge, and what it's building toward."Social media, and push
NewcomerThe cheapest live pack or challenge todayThe easiest way in, todayThe home screen, and social

When it breaks

A hypothetical, inside our own products. Picture a quarter where every month ships a drop sized the same as the last, and the daily chase pack runs on a fixed schedule regardless of what else is happening. A big real-world moment lands mid-month, right when demand peaks — but the supply meant to meet it isn't due to unlock for another three weeks, so nothing new shows up that week. The tentpole arrives on schedule, into a quieter week, and doesn't feel any bigger than the drop before it. Nothing is obviously broken; every date on the calendar still gets hit. But weekly buyers stop growing, because no week ever felt like the biggest week, and the quiet stretch between drops never gave anyone a reason to come back sooner.

The fix: time new supply to the moments that actually create demand, not to a fixed date, and keep one drop in the quarter sized to feel bigger than the rest.

Questions for your drop

  1. Which month in this quarter carries the massive tentpole, and do the other two feel smaller by comparison?
  2. What's live in the daily chase and spotlight layer this week, and does it sell out on its own, not because nothing else is open?
  3. Do the lead-up to the next drop and the daily gameplay point at the same story as everything else live right now?
  4. Is any new supply timed to a real moment of peak demand, or just to the next date on the schedule?
  5. Which archetype gets its reason to buy from the tentpole, which from the monthly drop, and which from the daily layer?
  6. If someone opened the app on an ordinary day between drops, what would they have a reason to buy today?