Game development studios · Digital marketing
Spend on the channels that reach publishers, brands and players separately.
Digital marketing for a game studio covers search, social, email, store pages and communities, each aimed at a different buyer. GullySales works on the plan, the pages and the records that tie activity to meetings and signings.
Scope, fee, reporting and term are agreed in writing after we have read your brief and spoken to you.

What digital marketing means
Digital marketing is the combined work of search, social media, advertising and website channels running together rather than as separate projects with separate people. GullySales runs these as one connected system so a change in one channel, such as a new offer, is reflected everywhere at once.
Also for game development studios
- Buyer personas for game development studios
- Lead generation for game development studios
- SEO for game development studios
- Social media marketing for game development studios
- Content marketing for game development studios
- CRM for game development studios
- Follow-up systems for game development studios
- WhatsApp marketing for game development studios
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.
“Three audiences need three plans”
Publishers, brand clients and players are reached in different places. A single campaign across all of them reaches none well.
“Store pages are part of digital marketing”
For players, the store listing is the main page. Its title, images and description are the studio's best-seen marketing asset for the title.
“Paid promotion must wait for the build”
Advertising a game that crashes on mid-range phones wastes money. A stable build and a clear store page come first.
“Measurement should reach a meeting or a download you can verify”
Counts of clicks are easy. The numbers that matter are builds played by publishers and briefs from brands, and you can count those yourself.
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 three-audience plan
A page that sets out channels, offers and tests for publishers, clients and players.
Result: A plan with a section for each audience.
A store page audit
A review of titles, descriptions, screenshots and update notes for each title.
Result: A list of changes for each store page.
Narrow search for client work
Search campaigns for terms like branded game development with a page showing examples.
Result: A campaign linked to a branded-game page.
A community plan
A plan for Discord, Reddit or other groups, with rules on how the studio takes part.
Result: A plan that names each community and the role of the studio.
A meeting-and-build tracker
A sheet that links each activity to builds played, meetings held and briefs received.
Result: You can see which activity led to a meeting.
How the result is measured
- Enquiries across channels
- Cost per enquiry overall
- Channel mix by contribution
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 digital 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
Understand the objective
We agree the one thing this campaign needs to achieve before choosing any channel.
- 2
Audit available channels
We assess which channels are realistic to run well within the budget and timeline.
- 3
Strategise the central idea
One message and offer is developed that will work across every planned channel.
- 4
Implement across channels
Each channel receives its own adapted version, launched on a shared timeline.
- 5
Measure as one campaign
Results from every channel are combined into a single report against the original objective.
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.
Should we run ads for our game?
Do publishers care about our marketing?
What about influencer promotion?
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?
More for game development studios
Everything else we would do for you.
Closest to this: strategy and research
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.