Marketing

Bringing a game to players: positioning, channels, assets, launch beats and the measurement behind the spend.

Marketing as a skill in games covers campaign work from the first positioning statement to the post-launch report. It takes in store pages and their conversion, paid user acquisition, owned channels, press and influencer relations, trailers and key art, events, and the measurement that decides what gets funded next.

The tools are ordinary, the timing is not. Beats are tied to production milestones and platform calendars, so an asset that slips by two weeks can miss a window that does not come back. That is why postings ask about coordination as insistently as about channels.

In practice the skill sits next to content creation, social media, community management, influencer relations and public relations, and overlaps with all of them. A user acquisition brief narrows it to paid performance; a brand brief widens it to everything a title says about itself.

Where these positions are: Paris (25 positions), Barcelona (9 positions), Lyon (9 positions), Stockholm (8 positions), Berlin (7 positions), Frankfurt (5 positions), Guildford (5 positions), Helsinki (5 positions), London (4 positions), Amsterdam (3 positions), Belgrade (3 positions), Bremen (2 positions), Cambridge (2 positions), Leamington Spa (2 positions), Prague (2 positions), Wrocław (2 positions), Annecy (1 position), Cologne (1 position), Copenhagen (1 position), Hasselt (1 position), Limassol (1 position), Lleida (1 position), Manchester (1 position), Montreal (1 position)

Marketing experts (1)

Anka Günther

Marketing

Nürnberg, Junior
All talent for Marketing

Open positions for Marketing (117)

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Electronic Arts GmbH, Guildford (GB)
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Product Marketing Manager

Paradox Interactive, Stockholm (SE)
All jobs for Marketing