Skip to content

Game development studios · Technology

Let a publisher or client play your build before they read your pitch.

A four-person studio in Bengaluru has a puzzle game that runs well on mid-range Android phones. A publisher in another city asked for a link on Tuesday.

Scope, fee, reporting and term are agreed in writing after we have read your brief and spoken to you.

A developer helping a colleague test a virtual reality experience

In one paragraph

Marketing for a game development studio means being found by the people who pay for games: publishers, brands and companies that commission work, and the players of a studio's own titles. Sales turns a playable build and a short deck into a funded project. GullySales works on the studio's portfolio, pitch material and the follow-up that keeps a deal alive.

The studio sent a forty-slide deck with a download link buried on slide thirty, and the publisher never opened the build. On the same week a consumer brand asked the studio for a branded game for a festival campaign, and the studio answered with a showreel of engine screenshots.

A game studio earns from three different buyers at once: publishers who fund or take on a title, clients who commission work, and players of the studio's own releases. Each reads something different. The publisher wants to play and see the team. The client wants a delivered game that looks like theirs. A studio that sends one portfolio to all three loses to the one that can put the right build in the right hands within the first message.

Last updated 22 Oct 2026.

How buyers decide

How game development studios are chosen.

A publisher, a producer at a larger studio, or a brand's agency finds a studio through a pitch at an industry event, a message on LinkedIn, a post of a prototype, or a recommendation from another developer. The first question is whether there is a playable build on a phone or a PC, not a trailer. The second is who is on the team and what they have already shipped. Brand clients ask the same things in different words: has the studio built a branded game before, and can it be reviewed in stages?

The comparison turns on playable proof and clear terms. Is the build stable, and does it run on the devices the audience owns? What is the studio asking for: funding, a publishing deal, a work-for-hire fee? Who owns the intellectual property, and who owns the player data? A studio that answers these in a short, honest pitch gets a second meeting. One that sends a long vision document gets a polite thank you.

The problem

What usually goes wrong for game development studios.

What owners tell us on the first call, in their words.

  • “The portfolio shows trailers, not builds”

    A publisher watches a clip and still cannot tell how the game feels. Without a link they can open on a phone, the studio's strongest asset sits unseen.

  • “Pitch decks are written for the founder, not the reader”

    Forty slides of lore and art, with the ask, the team and the platform on the last page. A publisher reads three slides before deciding.

  • “Work-for-hire and own-title income pull in opposite directions”

    Client projects pay the salaries, while the studio's own game needs the same people. The website tries to speak to both buyers and persuades neither.

  • “Brand clients treat a game as a video with buttons”

    The brief arrives with a launch date, a fixed price and no idea how long testing takes. The studio has no document that sets out what a game build needs.

  • “Early players are hard to gather and harder to keep”

    A playtest group in a WhatsApp or Discord channel goes quiet after one build. Feedback is lost and the next build has no testers.

  • “Rights and platform terms are unclear to clients”

    A client assumes it owns the code, the art and the player data. The studio finds out at contract time that the expectation differs from its own.

What we do

What we do for game development studios.

Everything included for game development studios.

  1. A portfolio built around playable links

    Each title opens with a build the visitor can play, followed by the team, the platform, the engine and what the studio made. Own titles and client work sit on separate pages so each buyer finds their own.

  2. A short pitch deck for publishers

    A deck that opens with the game in one sentence, the platform, the team, the build link and what the studio is asking for. Art and story follow for readers who ask for more.

  3. A client brief and scope template

    A document for brand and agency clients that sets out the platform, the devices tested, the number of review rounds, the launch date and who owns what at the end.

  4. A playtest and community routine

    A plan for gathering testers in WhatsApp or Discord, sending each build with a short note on what changed, and recording the feedback that came back.

  5. A rights and ownership note

    A plain statement of who owns the code, the art, the music and the player data under a publishing deal and under a work-for-hire contract, to be reviewed with your own legal adviser.

  6. A publisher follow-up sheet

    A record of every publisher and producer you have pitched, the build they saw, their reaction, the next step and the date to write again.

How the result is measured

  • Publisher and client enquiries received
  • Builds sent against builds played
  • Second meetings held after a first pitch
  • Branded game briefs that became signed scopes
  • Playtesters who returned for the next build
  • Enquiries by source: event, social post, agency, search, referral

Recorded as a baseline before work starts, so every later report has an honest comparison.

Worth a page and a campaign of their own

A playable build link that works on a mid-range phone · A short pitch deck with the ask and the team on the first slides · A portfolio that separates own titles from client work · A work-for-hire brief template that sets out testing and approvals · Presence at game developer meetups and industry events · A playtest community that is told what changed after each build · Clear statements of who owns the code, art and player data · Follow-up with publishers after the first meeting

Priority campaigns

Campaigns for what game development studios most want to sell.

Each one planned around when your buyers decide, and measured against the baseline.

  • Playable prototype outreach

    A short note to a chosen list of publishers with a build link, one sentence about the game and one about the team, sent after a gap in which the studio has improved the build.

  • Developer meetups and event pitches

    Preparation for gatherings of Indian game developers and publishers, with a two-minute pitch, a printed code to a build and a follow-up note to each person met.

  • Branded game offer for marketing teams

    A page and a short note aimed at brand managers and agencies planning a festival or product launch, showing the shape of a branded game and the questions that decide its price.

  • Devlog and build-in-public posts

    Regular posts on LinkedIn, X and YouTube showing changes to the game and the decisions behind them, aimed at publishers, players and other developers.

  • Education and training game outreach

    A pitch to edtech firms and corporate trainers that explains how a game can carry a lesson and what a studio needs from the subject expert.

Beyond search

Where we reach buyers of game development studios, beyond Google.

Search matters, but it is rarely the only way this industry's buyers find a supplier.

  • LinkedIn and X

    Publishers' scouts and producers follow developers who show real work. A studio that posts builds and decisions is easy to find and easy to place.

  • Game developer communities and events

    Meetups and gatherings in Bengaluru, Hyderabad, Pune and Mumbai are where publishers meet small studios. A pitch in person comes with a build in hand.

  • Discord, Reddit and WhatsApp groups

    Players and fellow developers share builds and comments here. A studio that answers questions respectfully gains testers and word of mouth.

  • Brand agencies and digital agencies

    Agencies plan campaigns months ahead and need a studio partner for a game. A clear offer and a scope template make you easy to call.

  • Google search for studios and services

    A brand manager searches for game development studios in India. A page that shows branded and own work, and how a project runs, is read.

Who it is for

This is written for these game development studios.

  • Mobile game publishers looking for casual and hyper-casual titles
  • Console and PC publishers scouting indie prototypes
  • Brands and agencies commissioning branded or advergames
  • Edtech and training companies wanting game-based learning
  • Larger studios outsourcing art, porting or co-development
  • Media and film companies wanting a tie-in game
  • Founders building their own title and seeking funding
  • AR and VR clients commissioning experiences for events and showrooms

Not for

It is not the right fit if.

  • You want a guaranteed Google ranking or a guaranteed number of leads. Nobody honest can promise either.
  • You need enquiries by next week and have nobody to answer them.
  • You want posts and reach reported, not enquiries and orders.

How it works

How the work runs for game development studios

The work itself, in order. How an engagement starts, from your brief to a written scope, is set out on our method page.

  1. 1

    Read what you make and who pays

    Your current builds, the split between own titles and client work, and a conversation about the publishers and clients you want next.

  2. 2

    Fix the playable proof

    Build links that run on the devices your audience owns, a portfolio that separates the buyers, and a deck short enough to be read.

  3. 3

    Build the enquiry paths

    A publisher path with a build and a short deck, a client path with a brief template, and a community path for testers.

  4. 4

    Put the studio in front of the right people

    Event pitches, devlog posts, agency introductions and search pages, each leading to a build or a call.

  5. 5

    Keep the follow-up alive

    A sheet that records each pitch, each build sent and the next step, owned by the studio and read at each team meeting.

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.

  1. 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.

  2. Step 2

    Sales process design

    One written way to sell, from first enquiry to repeat order.

    Start here if every salesperson sells differently.

  3. 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.

Tell us what you need Your brief is read before we call. Scope, fee and term in writing.

FAQ

Questions game development studios ask before they call.

Not here? More answers, or ask on WhatsApp.

Should a studio send a trailer or a build to a publisher?
Send the build, with a trailer as a second item. A publisher decides on feel, and a trailer cannot show it. Make sure the build installs on a mid-range phone without help and opens in a minute.
How long should a pitch deck be?
Short enough to be read in a few minutes. Put the one-line game description, the platform, the team, the build link and the ask on the first slides. Keep art, story and market notes for readers who ask for them.
Can one website serve both publishers and brand clients?
Yes, with separate paths. A publisher needs own titles, a build and the team. A brand manager needs branded work, the way a project runs and a scope. Two pages, each speaking to one reader, work better than one page for both.
Should we publish download numbers or revenue on the site?
Only figures you can show and the publisher can verify, and only with permission from any partner involved. If you cannot support a number, leave it out and let the playable build speak. A made-up figure ends a pitch the moment someone checks it.
How do we gather playtesters without a big following?
Start with friends of the team, local developer groups and a small Discord or WhatsApp channel. Tell testers what changed in each build and thank them by name. A small group that returns is worth more than a large group that disappears.
How much does it cost?
There is no price list, because the work differs by business. The fee is scoped after we have read your brief and spoken to you, and put in writing before anything starts, split into our time, your media spend and production.
How long is the contract?
The term is agreed in writing after we have spoken, along with the fee and the reporting. It is never a default twelve months, and renewal is decided on the numbers against the baseline recorded at the start.
Who will actually do the work?
The person you speak to before anything starts. We work from one office in Nagarbhavi, Bengaluru, with no account managers in between.
What do you need from us?
To start, last month's enquiries in any format and time with whoever handles them. After that, access to the accounts the work touches, such as the website, Google Business Profile or CRM.
What if we are not happy with the work?
Tell us and the plan changes. Everything is reported against the baseline, so a number that is not moving is visible to both sides. The term is in your written scope, and the refund and cancellation policy sets out the rest.

Part of Technology. See the other industries in the sector.

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.