
Supersonic
Jul 2013 – Jan 2016 4 min read
My two and a half years at Supersonic
After Pocket Change shut down, I needed to figure out my next move fast. Damon Marshall, VP of Business Development at SupersonicAds, reached out with an offer. His note was simple: "The experience you got at Pocket Change will transfer well." He was right. I started in July 2013 and didn't slow down for two and a half years.
When I joined, Supersonic was an ad network that monetized websites and Facebook games. Profitable, growing, but still finding its identity in mobile. By the time I left, it was the leading mediation platform for rewarded video, used by nearly all the top gaming publishers worldwide. I got to be part of that entire transformation.
What I actually did
My job was publisher business development. I closed and scaled high-value publishers by tailoring Supersonic's monetization products (offer walls, rewarded video, interstitials, mediation) to each app's category and user behavior. But it went way beyond closing deals.
I built automated outreach and email cadence systems from scratch to scale publisher acquisition. Tested and QA'd those cadences obsessively. Managed publisher accounts end-to-end: SDK integration, offerwall optimization, conversion rate analysis, revenue share negotiations, even helping developers navigate Apple App Store rejections and resubmissions. I consulted on SDK integrations and optimized ad placements to improve ARPDAU and retention, working closely with product and account teams to improve ad products, tools, and documentation along the way.
I was constantly scouting apps. Traffic Racer, Cargo King, Monster Rush, Basketball Kings, Bingo Pop, Major GUN. I'd find promising apps in the App Store and forward them to my work email to follow up. The pipeline never stopped.
On the revenue side, I ran promotions like double and triple credit campaigns to boost developer earnings. Checked internal APIs for eCPM data by geography when partners needed answers. Proposed and negotiated game publishing deals with revenue share structures. The work was hands-on, technical, and scrappy.
The merger
In September 2015, Supersonic merged with ironSource. TechCrunch covered it as a major mobile ad consolidation play. Combined, the two companies covered 1 billion monthly users and were projected to generate $450 million in sales that year. 800 employees total, half dedicated to R&D.
Gil Shoham put it this way:
We go back years and know each other well and have very similar DNA and culture and share the same vision. Both companies were founded in Israel, both were profitable, and the market was demanding full-stack solutions. Supersonic was strongest on video. ironSource was best at mobile distribution and monetization. Together, the unified SDK would offer mobile video, offerwall, interstitial, display, and mediation support.
I traveled to Tel Aviv in January 2016 for company integration meetings as the teams started coming together. The transition was real, not just a press release.
The results
Over two and a half years, I generated more than $10 million in revenue and consistently ranked among the top BD performers globally. I played a key role in Supersonic's growth from ad network to the leading rewarded video mediation platform, and helped position the company for its merger with ironSource, one of the most notable deals in mobile ad tech at the time. That merger later paved the way for Unity's acquisition of ironSource, but the foundation was built through daily conversations, integrations, and wins with developers.
What I took from it
Supersonic sharpened my instincts for identifying trends, building product feedback loops, and finding creative ways to expand into new markets. I learned how to spot untapped verticals (VoIP and utility apps became real niches for us), how to translate field insights into product improvements, and how to build outreach systems that actually scale.