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.

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.
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.
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.
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.
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.
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.
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.
Every service, written for game development studios
Each has its own page: what it involves for game development studios, what you get, and what it is measured on.
- Lead generationFind the publishers and brand clients who want what your studio already plays well.
- SEOBe the studio a brand manager finds when searching for a game partner.
- Social media marketingPost the build, the decision and the team, and let publishers find you.
- Content marketingExplain how your studio makes a game so a client trusts the process.
- Buyer personasKnow the publisher scout, the brand manager and the player before you pitch.
- CRMRecord each pitch, build sent and reply so no publisher is lost between meetings.
- Follow-up systemsFollow a pitch with a new build, not a reminder.
- WhatsApp marketingUse WhatsApp for brand clients and testers, with permission and short messages.
- Digital marketingSpend on the channels that reach publishers, brands and players separately.
- WebsiteMake the first page of the site a game someone can play.
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
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
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
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
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
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.
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 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?
How long should a pitch deck be?
Can one website serve both publishers and brand clients?
Should we publish download numbers or revenue on the site?
How do we gather playtesters without a big following?
How much does it cost?
How long is the contract?
Who will actually do the work?
What do you need from us?
What if we are not happy with the work?
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.