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Game development studios · Social media

Post the build, the decision and the team, and let publishers find you.

Social media for a game studio means posting devlogs, short clips and behind-the-scenes decisions where publishers, players and other developers gather. GullySales works on what is posted, where, and how replies lead to builds and meetings.

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 social media means

Social media is the ongoing posting your business does on platforms such as Instagram, Facebook and LinkedIn to stay visible to customers and prospects between purchases. GullySales plans a posting calendar, writes captions and designs the images so the page looks active and answers what a visitor would ask.

Last updated 22 Oct 2026.

For game development studios

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

  • “Publishers follow developers who show progress”

    A scout who sees a studio post each build, with a clear change, trusts that the team ships. A studio that posts only at launch looks inactive.

  • “Short clips beat long trailers on social feeds”

    A fifteen-second clip of the core loop tells viewers more than a cinematic trailer. The clip should show the game, not an animation made to look like it.

  • “Players and developers are different audiences”

    Players want updates, art and a way to play. Developers want technical notes and tools. Publishers want evidence of both. A content plan names which post speaks to whom.

  • “Replies are the first conversation”

    A comment from a publisher scout or a brand's agency person is an opening. A prompt, friendly reply with a link moves it to a message.

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 devlog plan

    A plan for posts that show each build, the change and the reason, with a clip and a link.

    Result: A list of upcoming posts tied to builds.

  2. Clip formats for the core loop

    Short clip formats that show the main play in the first seconds.

    Result: A format list the team can reuse.

  3. Channel roles

    A note on which channel serves which audience: LinkedIn for publishers and clients, X and Instagram for players, Discord for testers.

    Result: Each channel has a named audience.

  4. A reply routine

    A rule for who replies, how a publisher or brand message is passed to the person who handles pitches.

    Result: A named person owns replies.

  5. A posting log

    A sheet showing each post, the build it showed and any enquiry that followed.

    Result: You can see which posts led to messages.

How the result is measured

  • Posts published
  • Engagement rate
  • Enquiries from social profiles

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 social media 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 audience and platforms

    We identify which platforms your specific buyers actually use and what kind of content they respond to.

  2. 2

    Audit current presence

    We review existing pages, past content performance and any gaps in consistency.

  3. 3

    Build the content calendar

    A plan is created, balancing genuine value with occasional direct offers.

  4. 4

    Implement and post

    Content is created and published consistently on the agreed schedule.

  5. 5

    Measure and optimise

    We track enquiries alongside engagement and adjust the content mix based on what actually performs.

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.

  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.

Which channels matter most for a small studio?
LinkedIn for publishers and clients, and one player-facing channel such as Instagram or Discord. Choose what the team will keep up. Silence after a burst is worse than a modest steady presence.
Should we buy followers or run giveaways?
Avoid purchased followers. A small group of real players is worth more than a large empty count. If you run a giveaway, keep it simple and follow the platform's current rules.
What if our game is not ready to show?
Show the process: concept art, a rough build, a tool you made. People follow honest work in progress. Avoid claims you cannot support, such as announced releases with no date you can meet.
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.