Game development studios · Content marketing
Explain how your studio makes a game so a client trusts the process.
Content marketing for a game studio means devlogs, postmortems, guides for brand clients and behind-the-scenes material that show how games get made. GullySales works on the editorial plan, the writing and the pages that hold it.
Scope, fee, reporting and term are agreed in writing after we have read your brief and spoken to you.

What content marketing means
Content marketing is writing articles, guides and pages that answer the questions buyers search before they are ready to enquire. This makes your business visible and trusted before the first call. GullySales plans this content from the first conversation onward, choosing topics that match real search demand rather than guesses.
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Sales and marketing for game development studios, the overview.
Last updated 22 Oct 2026.
For game development studios
Where it usually goes wrong, and what we would do.
“Postmortems earn respect from publishers”
A candid piece on what went wrong in a build and how the team changed course tells a publisher the studio learns. It also gets shared among developers.
“Brand clients need a guide to the process”
A marketing head does not know what a game build needs: platforms, test devices, review rounds and store approval. A plain guide sets expectations before the brief arrives.
“Devlogs build an audience over time”
A steady record of the game's progress gives players a reason to return and gives publishers a trail of evidence that the team ships.
“Content must respect partner agreements”
Publishers and clients may restrict what can be shown. Each piece needs a check against agreements before it goes out.
What we do
What we deliver for game development studios.
Every deliverable, what it covers for you, and the result it is there to produce. Nothing here is an extra.
A postmortem series
Honest write-ups of finished builds, covering goals, mistakes and changes, shared with partners before publishing.
Result: Each postmortem is approved by the partners named.
A brand client guide
A guide to commissioning a game: platforms, devices, review rounds, store steps and what a launch date depends on.
Result: A guide that sets expectations before a brief is written.
A devlog archive
A page that collects build notes with dates and links to each build.
Result: A dated trail of progress for a publisher to read.
A behind-the-scenes set
Short pieces about the team, tools and craft, written for players and for people thinking of joining.
Result: Pieces that show the people behind the game.
A content calendar tied to builds
A plan that ties each piece to a build, a milestone or a pitch.
Result: Each piece is linked to a build or a pitch.
How the result is measured
- Pages published
- Organic traffic
- Enquiries from content pages
Recorded as a baseline before work starts, so every later report has an honest comparison.
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
How it works
How the content marketing work runs
The work itself, in order. How an engagement starts, from your brief to a written scope, is set out on our method page.
- 1
Confirm the plan
Topics and formats for the coming month are confirmed against the content strategy.
- 2
Produce and review
Content is written or filmed, then reviewed by someone who knows your trade before it goes out.
- 3
Publish and distribute
Finished content is published to the site and pushed through the channels your buyers actually use.
- 4
Track enquiries
Enquiries are traced back to content where a direct line exists, and reported honestly where it does not.
- 5
Report and adjust
We report results and adjust the next topics based on what actually worked.
Where this fits
Three pieces of sales work, in this order.
This work sits inside sales process design, at stage 0, foundation. The audit comes before it, and sales management keeps it running.
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 · you are here
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.
How much should we publish?
Can we write about other studios' work?
Do guides help win client work?
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?
More for game development studios
Everything else we would do for you.
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Also for game development studios
Or start from the overview: sales and marketing for game development studios.
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.