FOR INDEPENDENT STUDIOS IN CHILE AND LATIN AMERICA

Publishing without the costume.

Publishing takes time, money and many decisions outside development. At Brøwn Marcó Studios we want to talk with teams looking for a partner to carry that work together.

Illustration of a development desk with sketches, a game controller and a video game on screen

01 / THE PROPOSAL

A publishing agreement starts from the game.

Some projects need development time. Others reach launch with the game finished but without a clear store page, a campaign or a plan for after release. The conversation starts by understanding what is missing, what each side can take on and how the work would be measured.

02 / SCOPE

From budget to the last patch.

A publishing proposal can cover these areas. Before committing to anything, we define the scope, owners and resources of each project.

01

Make the game possible

Development funding

Review budget, milestones and cash needs to assess whether an agreement can fund part of the work.

Production support

Organise deliverables, dependencies and reviews so the team has a shared work plan.

QA and testing

Define test scenarios, log reproducible bugs and prioritise the ones that affect the experience or the launch.

02

Prepare it for more people

Porting

Assess target platforms, controls, performance and technical requirements before planning an extra version.

Localisation

Define languages, prepare text and context for translation, and integrate reviews into the game.

Distribution

Prepare builds, listings and deliveries for the agreed stores, with a clear owner for each release.

03

Find its audience

Marketing

Work on the game's positioning, its messages and a campaign calendar tied to real milestones.

Press and public relations

Prepare materials for media and creators, select relevant contacts and coordinate the timing of each send.

Trailers and store assets

Decide what the trailer shows, write the store listing and prepare capsules and images that explain the game at a glance.

Community

Plan where to listen to players, answer questions and collect feedback useful to the team.

04

Sustain the launch

Platform relations

Review the opportunities and requirements of each platform and prepare the materials needed to apply.

Launch plan

Join dates, builds, announcements, store and support into a sequence the team can carry out.

After release

Track bugs and feedback, prioritise patches and review which actions make sense once the game is out.

03 / FIRST CONTACT

Show us the game as it is.

You don't need a perfect presentation. A clear description, something playable and the kind of support you want are enough to start.

How to pitch your game
  1. 01

    Tell us what you are making

    What people play, what stage the project is in and where we can see it.

  2. 02

    Talk through what is missing

    Budget, production, launch or a mix of them.

  3. 03

    Define a scope

    If there is a fit, agree tasks, resources and milestones before moving ahead.

YOUR NEXT STEP

What stage is your game at?

Pitch your game