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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.

A developer helping a colleague test a virtual reality experience

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.

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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

Posts and pieces to plan

What to write so a publisher or brand trusts how you build.

Postmortem of a shipped title
A long post on what the studio would change, with store links and the platform it shipped on. Publishers read it as a record of how you handle failure.
How a branded game is scoped
A guide for brand managers listing the decisions before a quote: platform, length, languages, testing time and who signs off. It shortens the first call.
Devlog on one system
A post on how the studio built a single system such as saving or matchmaking, with a diagram. It attracts developers and shows depth to a client's technical lead.
Porting to another platform
A piece on what changed moving a game between platforms, with the controls and performance issues met. It supports porting enquiries from larger studios.
Rights and source code at handover
A plain-words page on who owns the art, code and engine licences after a client project. It answers a question that stalls many contracts.

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

Not for

It is not the right fit if.

  • No one on the team has time to write or check a technical post, and an unchecked post that gets a mechanic wrong costs credibility with developers.
  • You have shipped no title and no client project, so a postmortem or process piece would have nothing real to describe.
  • Your publisher or client contract restricts public discussion of the work, and the legal position has not been checked.

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. 1

    Agree the plan

    Topics and formats come from the content strategy and the buyer-question list. The volume goes into the written scope, agreed with you, not into a number quoted on a call.

  2. 2

    Brief and draft

    Each piece starts from its one-page brief and a short conversation with your technical person, recorded if they allow it, so the draft uses their words.

  3. 3

    Check the facts

    Your person marks the draft for accuracy and we correct it. Regulated subjects also go to your own adviser, because restrictions on claims apply to articles as much as to advertisements.

  4. 4

    Publish and distribute

    The piece goes live on your site, then out through the channels where your buyers already are.

  5. 5

    Read the enquiries and adjust

    Results are reported against the baseline recorded before work began. Topics that brought readers but no enquiries are changed or dropped. How often you are reported to is agreed in writing.

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.

How much should we publish?
Publish when there is something real to say, such as a build, a decision or a lesson. A steady record with substance beats frequent posts with nothing in them.
Can we write about other studios' work?
Write about general lessons and credit sources. Avoid commenting on private deals or unannounced titles. Respect confidences, as the community is small and long-remembered.
Do guides help win client work?
Yes, since a client who has read your guide arrives with realistic questions. They know what a build needs, and the scoping conversation is shorter and more honest.
Should the studio write in English only?
Write in English for publishers and brand clients, since that is the language of the pitch. Add a local-language post only for a player audience in that language. Mixing languages in one piece confuses the reader about who it is for.
Does a postmortem expose the studio to criticism?
It invites it, and that is the point. A publisher trusts a team that names what went wrong. Keep to what you changed and learned, leave out blame towards a publisher or client, and check any shared figures were cleared by partners.
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.