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Producer Manual · Chapter 11 · NBA Top Shot & Disney Pinnacle

Running the drop

Running a drop is a discipline, not a day. One named person owns each drop. Before it ships, the whole thing is rehearsed end to end on staging, with the real content, until it's boring. On the day, it runs from one war room, hands-on, by people who already know what's supposed to happen because they've watched it happen before.

Two versions of the same drop day

An example, to show the difference.

No rehearsal, no owner

  • The first time anyone clicks through the full route — lock, allocation, draw, pack, reveal — is drop day itself, live.
  • Two or three people each think they're the one with the final call.
  • A step depends on someone remembering to do something by hand at the right minute.

Nobody in the room has seen it work before it has to work.

Rehearsed, owned

  • Engineering and growth already ran the identical route, with the real content, in a war room days before.
  • One named owner — Sam and Guy for Top Shot, Tristan and Jordan for Pinnacle — makes the go/no-go call.
  • Every step runs itself; nobody is standing by to do something by hand.

Everyone in the room has already watched it work.

How to do it

  1. 1

    Name one owner per decision

    Sam and Guy run Top Shot drops. Tristan and Jordan run Disney Pinnacle drops. One named person makes each call for their drop, so nobody is guessing who decides.

  2. 2

    Rehearse everything, until it's boring

    Before the drop ships, run one or more full rehearsals on staging, with the drop's real content, end to end. Every route: each lock and the priority allocation and draw it opens, every pack, every quest, the reveal, and the messages. Run it in a war room where all of engineering and all of growth are present and click through it themselves. Stop rehearsing only once it's boring.

  3. 3

    Build only what runs itself

    If a step depends on a person doing something by hand on drop day, it will get missed. Only ship systems that are automated, or that can be, before drop day arrives.

  4. 4

    Test with a small group of engaged collectors, not generic QA

    Give a small group of engaged collectors specific missions on staging — lock a set, enter a draw, redeem a quest — before drop day. They find what a generic test script won't: what a collector who actually cares will try to do.

  5. 5

    Plan backward from the drop date, and get sign-off in writing

    Partner approval from NBA and Disney takes time, and silence isn't approval. Get formats approved once, then submit each drop's content into them, and work backward from the drop date so there's always [N] left for a response.

  6. 6

    Run drop day from one war room, and close the loop fast

    Everyone is around the table, hands-on, treating the day as critically important; the owner makes the go/no-go call at launch control. If something breaks, tell collectors what's happening before it's fixed — one named person owns that message, and the fix never changes the terms of the deal (Chapter 9). Within days, file a short written review of what happened, segment by segment, against the hypothesis the drop started with.

Plan backward from the drop date DROP DAY 1 Approvals 2 Content locked 3 Rehearsal(s) on staging 4 Go/no-go 5 Launch control 6 Review
The backward plan: approvals and content locked, then rehearsal on staging, then drop day itself — go/no-go and launch control — then the review.

What it looks like

Examples of the move, not plans.

NBA Top Shot · a new rookie class

Sam and Guy run it before it runs itself.

  • A full rehearsal on staging with the real rookie-class content: each lock and its allocation and draw, the Chance Hit packs, the reveal.
  • Engineering and growth click through every route in the war room until it's boring.
  • A handful of engaged collectors try specific missions on staging first.
  • Drop night, Sam and Guy run launch control and make the go/no-go call.
Disney Pinnacle · a themed collection

Tristan and Jordan run it before it runs itself.

  • A full rehearsal on staging with the real collection: each pin lock, the priority allocation and draw, the packs, the reveal.
  • Disney's formats are approved once, in writing, and the collection's content is submitted into them well ahead of the date.
  • Drop day, Tristan and Jordan run launch control and make the go/no-go call.

Who's in the room, and what reaches collectors

Most of this chapter happens before any collector sees anything. The table says who's there, and what — if anything — a collector hears.

WhoWhat they doWhen
The owner (Sam & Guy, or Tristan & Jordan)Makes the go/no-go call, and owns the message if something breaksThe rehearsal, and launch control on drop day
Engineering and growthClick through every route themselves, end to endThe rehearsal, on staging, before drop day
A small group of engaged collectorsRun specific missions on the real contentOn staging, ahead of drop day
NBA and DisneyApprove formats once, then sign off on content in writingAcross the lead-up, planned backward from the drop date
All collectorsHear nothing extra — unless something breaks, then what's happening, before it's fixedIn-app, push or social, from the named owner

When it breaks

A hypothetical, inside our own products. Imagine a drop ships without a full rehearsal, because the content looks like last time's. On drop day, a quest doesn't unlock the pack it's supposed to. Nobody owns the message, so nothing goes out while engineering investigates, and by the time an explanation ships, screenshots of the stuck quest are already on social media. Someone suggests quietly lowering the quest's requirement so collectors can get through — changing the deal to cover the problem.

The fix: rehearse the exact route that broke, on staging, with the real content, until it's boring — that's what the rehearsal is for. And have a named owner ready to say what's happening before the fix lands, without changing a single term of the deal to get there (Chapter 9).

Questions for your drop

  1. Who is the one named owner for this drop, and who makes the go/no-go call?
  2. Has every route — each lock, its allocation and draw, every pack, every quest, the reveal, the messages — been rehearsed end to end on staging, with the real content, until it's boring?
  3. What in this plan still depends on someone doing a step by hand on drop day, and can it be automated instead?
  4. Which engaged collectors tested which missions, and what did they find that a generic test wouldn't have?
  5. Is every partner format already approved, with this drop's content submitted into it in writing, planned backward from the drop date?
  6. If something breaks on drop day, who owns the message, and does the fix change any term of the deal?