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.

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.
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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.
“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.
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.
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.
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.
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.
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.
Posts and pieces to plan
What a studio posts so scouts and clients can watch the game form.
- A level before and after a playtest
- A short clip pair showing the change you made after testers struggled. It proves you listen to players, which is what a publisher scout looks for.
- One mechanic in a short loop
- A looping clip of the core loop with no music and a one-line caption naming the genre. Scouts do not wait, so the loop must be clear on mute.
- A cut idea and why it went
- A post on a feature dropped from the build, with a screenshot. It shows scope discipline, a quality a brand client wants in a partner.
- Artist and programmer at the same screen
- A photo or clip of two team members solving one problem. It shows who a publisher would be working with, which a trailer cannot.
- Build link for testers
- A post inviting players to try a build, with the platform and what feedback you want. Replies become the tester list.
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 clip you are willing to show, so a posting plan would run out of material within a handful of posts.
- A publisher agreement bars you from showing the game, which makes public build posts a breach rather than marketing.
- Nobody on the team can reply to comments and messages, and unanswered replies from a scout read as a studio that is not paying attention.
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
Confirm audience, platforms and access
We note which platforms your buyers use and check that the pages sit under your own business accounts, with you as owner and us as added roles.
- 2
Review the current presence
We read the existing pages, the posts that drew replies and the gaps in posting.
- 3
Build the calendar
Themes, formats and dates are set out for your approval, with space for offers and news.
- 4
Create, approve and publish
Posts are made, approved by you and scheduled. Replies to the public are handled in your voice.
- 5
Record enquiries and adjust
Enquiries are logged against the post or platform where they began, and the mix changes to follow what brings them.
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.
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.
Which channels matter most for a small studio?
Should we buy followers or run giveaways?
What if our game is not ready to show?
Is it worth posting on LinkedIn as well as on the player channels?
Can we post work we built for a client?
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: content and social
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.
Eight short steps, mostly taps. Skip anything you would rather answer on the call.