// division 04
Game Marketing, PR & Community Growth Management
Marketing planning around a release calendar: store page and asset work, press and creator outreach, event and festival submissions, and day-to-day community management on the channels a title actually uses.
The plan is built backwards from the release date, and the assets are built from the game as it exists. We do not commission trailers of features that are not implemented, and we do not buy engagement.
What the work covers
- Beat plan mapped to the release calendar: announce, demo, festival, launch, post-launch
- Store page copy, capsule and screenshot direction, trailer briefs and asset checklists
- Press and creator outreach lists built for the specific title, with keys handled through managed distribution
- Festival and showcase submissions, with deadlines tracked
- Community management across the channels the audience is on, plus escalation rules for moderation
Questions developers ask
Can you promise coverage or wishlists?
No. Coverage is an editorial decision made by writers and creators, and any agency that promises it is either buying it or guessing. We commit to the work - the list, the pitch, the assets, the follow-up - and we report what actually happened.
Do you run paid advertising?
Where a title and a budget justify it, yes, as a documented line in the plan with the spend and the placement visible to the developer. It is never presented as a substitute for a store page that converts.
No outcome is promised. Store acceptance is decided by the platform holder, age ratings are issued by rating boards, and editorial and creator coverage is an independent decision. We commit to the work described in the agreement and report what actually happened. Platform, storefront, engine and rating-board names are used descriptively to identify the destinations we submit builds to and the tools we work in. All trademarks belong to their respective owners. Their use here is not a claim of partnership, endorsement, certification or approval.