Video games

Players can smell a marketing beat. So we lead with the game.

Launches, reveals, and media for studios and publishers who need the press and the players on the same page.

Why it is different

Every week is launch week for someone.

Release calendars are crowded, games desks are smaller than they were, and players decide in the first ten seconds of a trailer. Coverage goes to the game a writer can see, play, and explain to a reader in one line. Hype without a build behind it gets ignored.

The job

What a video game PR agency is for

Helping studios and publishers earn coverage in games, enthusiast, and consumer media. Planning the beats from first reveal to launch and beyond, running trailer drops, showcase moments, and studio news, and getting builds to the writers and creators who will actually play them. We do this from Nashville and London, for teams in the US and the UK.

What we do

Find the hook. Then build the beats.

01

Launch campaigns

Reveal, previews, release, post-launch. A plan with a reason for every beat, not one big press release.

02

Studio and publisher news

Funding, signings, partnerships, new studios, leadership. Announced to the desks that cover the business of games.

03

Trailers and showcases

Trailer drops timed with briefings and embargoes, and showcase moments around Summer Game Fest season.

04

Events

Gamescom, GDC, PAX, and the rest of the calendar. Meetings booked, hands-on slots filled, follow-ups sent.

05

Games press

Enthusiast sites, trade desks, and the consumer and business press that covers games. Each gets its own angle.

06

Creators, community, and esports

Streamers and creators who fit the game, plus community and competitive moments where they belong. Paid and gifted creator content is clearly labelled, in line with FTC guidance in the US and ASA and CMA rules in the UK.

How we work

Ship the story the way you ship the game.

01

Find the hook

The one thing about the game a player would tell a friend. Everything else hangs off it.

02

Map the beats

Reveal, trailers, showcases, previews, launch. Each with an audience, an asset, and a date.

03

Keys in hands

Builds and codes to the writers and creators who fit. Press and community see it the same day.

04

Report and refine

What ran, who played it, and whether the message came through. The plan moves with the calendar.

Work

Inside the games industry.

Games and platforms coverage is familiar territory for us. Games clients we’ve worked with include Activision, Sega and Konami.

Games clients
  • Activision
  • Sega
  • Konami

Questions

Before the trailer drops.

What kinds of games companies do you work with?

Studios, publishers, and platforms, from independent teams to established companies. If the game needs players to hear about it, the job is the same: a clear hook and the right press.

When should we bring in PR?

Before the reveal, ideally. The beats from announcement to launch are easier to plan than to rescue, and the first impression of a trailer only happens once.

Do you handle events like Gamescom, GDC, and PAX?

Yes. We plan the meetings, hands-on time, and follow-up around the show, and around showcase season so your news is not buried under everyone else’s.

Do you work with streamers and creators?

Yes, as part of the plan, not a random list. We look for creators whose audience already plays games like yours.

Can you support a launch in both the US and the UK?

Yes. From Nashville and London. The story stays consistent. Timing and outlets change.

Do you guarantee coverage or review scores?

No. Nobody honest can. We pitch the story writers and players actually care about, and we say so when the build or the story is not ready.

Next step

Players decide fast. Give them the right first look.

Tell us what you are making. We’ll help find the hook and plan the beats.