Game development studios · Follow up systems
Follow a pitch with a new build, not a reminder.
A follow-up system for a game studio keeps publishers, brand clients and testers in touch through a new build, a decision or a question. GullySales works on the notes, the tracker and the habits that make follow-up useful.
Scope, fee, reporting and term are agreed in writing after we have read your brief and spoken to you.

What follow up systems means
A follow-up system is the set routine for calling, messaging or emailing an enquiry more than once, since most buyers do not decide on the first conversation. GullySales sets the number and timing of follow-ups so an undecided buyer keeps hearing from you until they decide either way.
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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.
“A publisher who said later is waiting for progress”
The best follow-up is a better build. A note that says what changed since the last version gives the scout a reason to reply.
“Brand clients need a decision path”
After a scope is sent, a brand manager may need approval from others. A follow-up that offers a call with their team, or a shorter version of the scope, helps the decision.
“Testers drift away without a thank-you”
A tester who gave feedback and heard nothing back stops testing. A short note on what changed because of their comment brings them back.
“Rejections hold lessons”
A publisher who passes sometimes gives a reason. A polite reply asking what would change their mind may open a later conversation.
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 follow-up plan per pitch
For each publisher or client, the next useful thing to send and a date for it.
Result: Every open pitch has a next step and a date.
Build-change notes
A short note template that says what changed, why and where to play.
Result: A template that a developer can fill in quickly.
A tester thank-you routine
A message to each tester after a build, naming what changed due to their feedback.
Result: A note sent to every tester who gave feedback.
A pass-reason log
A record of publishers' reasons for passing and any invitation to return.
Result: A list of reasons and return dates.
A decision-path call offer for brand clients
A short call offered to a brand manager and their team after a scope is sent.
Result: A call script and a one-page summary.
How the result is measured
- Follow-up completion rate
- Average number of follow-ups before close
- Enquiries closed after repeat follow-up
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 follow up systems 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
Measure today's reply time
From last month's enquiries, we measure how long each waited for a first reply and how many follow-ups it got.
- 2
Agree targets and the sequence
We set reply targets and the follow-up sequence with your team, based on its real hours and workload.
- 3
Set up templates, tasks and ownership
Templates, first-call questions, CRM tasks and named owners go live, with cover for leave and weekends.
- 4
Track and adjust every month
Reply time and follow-up completion are reported against the baseline, and the routine is changed where it is not kept.
Where this fits
Three pieces of sales work, in this order.
This work sits inside sales process design, at stage 2, qualification. 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 long should we wait before writing again?
What if a publisher never replies?
Should we follow up with brand clients by phone?
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?
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Everything else we would do for you.
Closest to this: leads and follow-up
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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.