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.

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.
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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.
“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.
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.
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.
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.
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.
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.
What to capture or send
What to record and send for each kind of game lead.
- Build link and device
- Note which playable link a publisher opened and on what device. The next message can then name what changed in the build since they last tried it.
- Genre and catalogue match
- Write down which titles in the publisher's catalogue sit closest to yours. The first line of your note should name that game, not your studio.
- Brand campaign date
- Ask a brand manager for the festival or launch date the game must meet. It decides the scope you quote and whether the studio can take the work.
- Scope questions answered
- Record platform, session length, languages and who owns the code. A branded-game quote cannot be written until these four are known.
- Player sign-up source
- Mark whether a player came from a Discord invite, a store page or a playtest. It shows which route builds the audience a publisher asks to see.
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.
- You have no playable build on a phone yet, so a publisher message would carry only a deck and give them nothing to try.
- The team is fully booked on a client project, so a branded-game enquiry would arrive with nobody free to scope it.
- You have not decided whether client work or your own title comes first, so every reply would pull in a different direction.
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
Understand your capacity
We ask how many enquiries your team can answer well, who answers after hours, and what a good enquiry looks like. Without this, the system fills a funnel nobody is watching.
- 2
Audit current sources
We read your call log, WhatsApp chats, enquiry sheet and platform dashboards. The baseline is recorded: enquiries by source, reply time, conversion and cost per order.
- 3
Strategise the channel mix
Search and maps are chosen for people ready to buy, ads for people who are not yet looking, and content and referrals for trust.
- 4
Implement capture and follow-up
Pages, forms, tags, the lead record and the first-reply message are built and tested end to end. We submit test enquiries ourselves before any media money is spent.
- 5
Measure and optimise
Enquiries are traced to source and judged by what became orders, not by volume alone. Channels that fill the sheet with poor enquiries are cut back. 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 1, prospecting and lead generation. 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 send builds to a long list of publishers at once?
How do we find brand clients?
Do player leads matter if we do client work?
Which leads should a studio chase before it has a finished game?
Can we collect player emails from a playtest?
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?
More for game development studios
Everything else we would do for you.
Closest to this: leads and follow-up
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.
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