Employer branding · Media and entertainment
An artist judges your studio by what you post, not by what you claim.
Employer branding for a gaming or entertainment company is what a developer, artist or live-ops lead can verify about you: what shipped, whose name was on it, and what a release week does to the calendar.
Scope, fee, reporting and term are agreed in writing after we have read your brief and spoken to you.

In one paragraph
Employer branding for a gaming or entertainment company is what a developer, artist or live-ops lead can verify about you: what shipped, whose name was on it, and what a release week does to the calendar. GullySales writes the careers content and the studio stories from the people who built the last title.
Also written for
Entertainment companies, Gaming companies, Esports companies.
What we do not do
We do not recruit, supply candidates or run payroll. We help candidates see the employer you already are.
For entertainment and gaming companies
Where it usually goes wrong, and what we would do.
“Credits are the currency and most studios hoard them”
A developer wants to know what went live, how many people played it, and whether his name appears anywhere. A studio that ships without crediting anyone is asking artists to spend two years on something they cannot show at the next interview.
“Crunch is asked about after the offer and never before”
Candidates sit through the whole process without mentioning it, then ring somebody who worked there. Putting your actual position on release weeks in writing turns the one question you cannot control into something you said first.
“Which product line the role sits on now matters”
The rules around real-money gaming have moved and candidates follow that news as closely as you do. A post that just says game developer leaves them guessing about the part of the business they would be joining, so the careful ones do not apply.
“Your art is your recruiting and it is sitting in a drive”
Artists look at what a studio puts on its own portfolio pages and in art communities. Finished work locked behind a client agreement recruits nobody, while a single breakdown post brings applications for a month.
What we do
What we deliver for entertainment and gaming companies.
Every deliverable, what it covers for you, and the result it is there to produce. Nothing here is an extra.
A careers page built around what shipped
Titles, platforms, the team size behind each, and what is being worked on now to the extent you can say it, checked by your studio head.
Result: A developer can judge the studio on evidence rather than adjectives.
A written position on release weeks
What happens in the run-up to a launch, how hours are handled and compensated, and what you do differently since the last one.
Result: The question every candidate asks a former employee is already answered.
Posts written per discipline
Art, game design, engineering, live operations, community and esports operations described in their own vocabulary, with the product line named.
Result: Applications from people who understood the brief and the business.
Art and development breakdowns as recruiting
Process pieces from your artists and engineers, published under their names with whatever the agreements allow, drawn from short interviews rather than written by them.
Result: Candidates who arrive already familiar with how your team works.
The community turned into a referral route
Simple material your players and your own team can pass on, since the people who already love the product are the easiest hires you will make.
Result: Applicants who do not need convincing about the game.
How the result is measured
- Applications received per open role
- Careers page engagement and time on page
- Candidate drop-off during the interview process
- Referral hires as a share of total hires
Recorded as a baseline before work starts, so every later report has an honest comparison.
How it works
How the work runs for entertainment and gaming companies
The work itself, in order. How an engagement starts, from your brief to a written scope, is set out on our method page.
- 1
Talk to current employees
We interview a cross-section of staff honestly, including some who might raise uncomfortable points.
- 2
Find the genuine reasons to join
We identify what is actually true and attractive about working there, rather than generic claims that could apply anywhere.
- 3
Build the careers content
The careers page, job post templates and employee stories are written from what staff actually said.
- 4
Review the candidate experience
We check what happens between application and offer, since branding cannot fix a process that loses candidates through delay.
- 5
Hand over and refresh periodically
Content is handed over for ongoing use and revisited periodically as the team and roles change.
Before you hire anyone
The first thing to do yourself.
Read your company the way a good candidate would, before you change anything.
- Search for your company name with the word jobs, and read the first page of results as a candidate would.
- Read your last ten reviews and list the points that appear more than once.
- Ask your three newest joiners why they said yes, and what almost stopped them.
Judge any provider
What to ask any agency or ghost-writer.
Useful whoever you choose, including us.
- Will you work from what our people actually say, or from a template?
- Do you do recruiting or supply candidates, or only the employer-brand work?
- Who approves anything that speaks for our staff?
- Which of our existing job pages and profiles will you change, and which will you leave alone?
- What do you count as a result, and what will you not promise?
Where this fits
Three pieces of sales work, in this order.
GullySales builds every engagement from three pieces of sales work. This page is not one of them, but the same three steps apply to the business behind it.
Step 1
Sales audit
Find where deals are being lost and what to fix first.
Start here if you cannot say where orders are lost.
Step 2
Sales process design
One written way to sell, from first enquiry to repeat order.
Start here if every salesperson sells differently.
Step 3
Sales management
A target, a review routine and someone who owns the number.
Start here if the team has targets and no routine.
FAQ
Questions owners ask before they call.
Not here? More answers, or ask on WhatsApp.
We cannot talk about what is in development. Does this still work?
Do you recruit developers or artists for us?
Our team says crunch is unavoidable before a launch. Do we admit that?
How much does it cost?
How long is the contract?
How soon will we see results?
Who will actually do the work?
What do you need from us?
What if we are not happy with the work?
Media and entertainment
Employer branding for the rest of the media and entertainment.
Or start from employer branding.
Your next practical step
Tell us what you are trying to grow, and we will read it before we call.
Eight short steps, mostly taps. Skip anything you would rather answer on the call.