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Game development studios · Lead generation

Find the publishers and brand clients who want what your studio already plays well.

Lead generation for a game studio means reaching three kinds of buyer: publishers who fund titles, clients who commission games and players of your own releases. GullySales works on the pitch paths, the lists and the records behind each.

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

What lead generation means

Lead generation is the combined work of every channel that brings in a new enquiry, whether from search, adverts, referrals or a stall at an exhibition. GullySales runs these channels together and reports the number of enquiries each one produced, not the activity behind it.

Last updated 22 Oct 2026.

For game development studios

Where it usually goes wrong, and what we would do.

  • “Publisher leads are made by being seen with a build”

    A publisher scout notices a studio through a post, a talk or a message with a playable link. A cold email with an attached deck rarely gets opened, whereas a build link on a phone gets tried.

  • “Brand and agency leads come from campaign calendars”

    A brand manager planning a festival or launch looks for a game partner months ahead. A studio that publishes examples of branded work and a clear scope is on the list when the brief is written.

  • “Own-title leads are players and testers”

    A player who downloads a title or joins a Discord is a lead for the next release. These leads do not pay the studio today but build the audience a publisher asks to see.

  • “Each source needs a different first reply”

    A publisher gets a build and a one-line ask. A brand gets a scope and examples. A player gets a welcome and a way to give feedback. One reply for all three weakens each.

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.

  1. A publisher target list

    A list of publishers and producers whose catalogue matches your genre and platform, with a note on what each has released.

    Result: Each name shows why the title fits their catalogue.

  2. A branded game offer page

    A page that shows the shape of a branded game, examples, the questions that decide its price and a short form.

    Result: A page a brand manager can read in a few minutes.

  3. A three-path enquiry setup

    Separate contact routes for publishers, clients and players, each with its own first reply.

    Result: Each enquiry arrives labelled by buyer type.

  4. A source log

    A sheet showing where each publisher, client or tester came from: event, post, agency or referral.

    Result: You can see which sources led to second meetings.

  5. A player and tester list

    A list of players who agreed to hear about builds, with the date and how they joined.

    Result: A list with a permission record for each person.

How the result is measured

  • Enquiries generated
  • Cost per enquiry
  • Enquiries by source

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 lead generation 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. 1

    Understand your capacity

    We agree how many enquiries your sales team can actually handle well, so the system is not built to overwhelm it.

  2. 2

    Audit current sources

    We check what already brings in enquiries today, even informally, before adding anything new.

  3. 3

    Strategise the channel mix

    Content, search and paid channels are chosen based on where your buyers already look.

  4. 4

    Implement capture and follow-up

    Pages, forms and a follow-up process are built and connected end to end.

  5. 5

    Measure and optimise

    We track enquiry volume and quality and adjust the channel mix to match.

Where this fits

Three pieces of sales work, in this order.

This work sits inside sales process design, at stage 1, prospecting and lead generation. The audit comes before it, and sales management keeps it running.

  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 · you are here

    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 owners ask before they call.

Not here? More answers, or ask on WhatsApp.

Should we send builds to a long list of publishers at once?
Send to a chosen few whose catalogue fits, each with a note that shows you know their games. A mass mailing reads like a mass mailing, and the build reaches people who cannot sign it.
How do we find brand clients?
Look at campaigns from brands in your city and ask agencies who plan them. Publish your branded work and a scope template. Brands call studios they can understand quickly.
Do player leads matter if we do client work?
Yes, a modest audience shows a publisher or brand that people want your games. Keep a small, genuine group and treat it with respect rather than buying followers.
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.
How soon will we see results?
It depends on the trade, the channel and what is already in place. After we have read your brief and spoken to you, we say what we would expect to move first and how it will be measured against the baseline. Nothing here is guaranteed.
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?
Your brief, and a conversation. After that, access to whatever this work touches, such as your website, your accounts or your enquiry record, and time with the people who handle your enquiries.
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.

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.