When J.K. Rowling launched Pottermore in 2011, it wasn't a fan site or a digital encyclopaedia. It was something the publishing industry hadn't seen before: a linear, gamified reading experience where you didn't just read the Harry Potter books, you stepped inside them.
I was brought in through TH_NK to lead content strategy and copywriting for the launch, working directly with J.K. Rowling's team to shape how the world would first encounter it.
The experience was built chapter by chapter, mirroring the books. Readers moved through illustrated moments, collected objects, brewed potions, cast spells. Every screen, every prompt, every piece of UI copy had to feel like it belonged in the wizarding world, without tipping into pastiche.
Writing for Pottermore meant writing with one eye on J.K. Rowling's canon and another on how seven million registered users would actually navigate it. The tone had to feel authored, not assembled. Warm, but precise. Magical, but usable.
The Magical Quill launch was the opening move. A hidden clue released daily, leading fans to a registration window that opened for just one hour. The copy had to hold that tension: urgent without being breathless, exclusive without being cruel. Over a million people registered in the first week.
Inside the experience, each chapter required its own content architecture. Moments to discover. Objects to unlock. Exclusive writing from J.K. Rowling herself, sitting alongside the mechanics of the game. The challenge was making all of it feel joined up, as if the story and the experience were always meant to exist together.
Pottermore proved that interactive reading could work at massive scale. It launched to seven million registered users, became the exclusive home of the Harry Potter eBooks, and changed how publishers thought about digital storytelling. The Magical Quill campaign alone generated more than 500 pieces of press coverage in its first 48 hours.
A world that already existed on the page. We just helped readers find the door.