Indie Game Marketing Consultant

Piotr Jaros

I help indie games sell better — from the first trailer to life after launch.

Paid ads, launch strategy, and store optimization for premium and subscription-based games.

If you're working on an indie game and thinking about paid marketing, I'm happy to spend 15 minutes discussing your idea.

No commitments, no sales pitch — just a quick conversation to determine whether I can realistically help, and whether paid marketing makes sense for your game at its current stage.

I worked with

What I Do

Paid Ad Campaigns

Design and run paid ad campaigns for games (UA & awareness)

Store Optimization

Optimize store pages for better visibility and conversion

Launch Strategy

Build launch strategies for premium and subscription-based games

Platform Relations

Manage relationships with platforms and partners

Pitch Decks

Create pitch decks for publishers and investors

Market Expansion

Help studios expand to new platforms and markets

Data Analysis

Analyze sales and marketing data to drive smart decisions

What People Say

Working with Piotr was an excellent decision.

Piotr brought deep marketing expertise, exceptional proactivity, and a level of curiosity and ownership that made a real difference.

He's a true one‑man army, able to set up and optimize almost anything.

For IndieBI, he built our campaigns from scratch, guided our visual assets, and tested dozens of creative formats to find what performed best.

Collaborating with Piotr was a great investment and a genuinely great choice. I can recommend him wholeheartedly.

Aleksander Grzelka

Senior Product Manager, IndieBI

Piotr has been consulting for Triband for 3 years on user acquisition, and has been a true support for me as a marketing manager.

He's helped us run multiple ad campaigns with various complexities and constraints. He's constantly doing research and coming up with new ideas. He has a very methodical approach. He is clear, organised and takes a lot of relevant initiatives.

In addition to his extensive knowledge, helpfulness and resourcefulness, he's the nicest person you can work with. I can only recommend his services.

Florence Bethuys

Marketing Manager, Triband

I worked with Piotr at SUPERHOT and we've regularly exchanged marketing insights ever since.

He understands that effective marketing isn't about tricks, but about navigating the trade-offs of platform rules, budgets, and timing.

Piotr excels at paid campaigns, store optimization, and launch strategy, balancing data-driven results with a deep respect for the creative process.

For studios seeking honest, practical marketing expertise, I confidently recommend him.

Alastair Hebson

Owner, Caboodle Games

Piotr supported us with marketing Not Enough Mana during our Kickstarter campaign and single-handedly launched and managed our webstore for two years after launch. His contribution was invaluable and took a huge burden off our shoulders while we were self-publishing our first board game.

Paweł Piskorski

Owner, Not Enough Mana

Let's Talk (No Pitch)

If you're working on an indie game and thinking about paid marketing, I'm happy to spend 15 minutes discussing your idea.

No commitments, no sales pitch — just a quick conversation to determine whether I can realistically help, and whether paid marketing makes sense for your game at its current stage.

Experience

IndieBI

Contractor

Marketing & Growth Consultant

2025

Supporting the marketing campaigns for a B2B analytics platform for game studios and publishers.

  • Designing and running lead-generation campaigns (Google Ads, LinkedIn Ads)
  • Building funnels and messaging for different segments: indie devs, publishers, BI teams
  • Helping shape product positioning, onboarding flow, and conversion paths
  • Advising on analytics, attribution, and performance measurement for SaaS in the game industry
  • Triband

    Contractor

    Marketing Consultant

    2023 – Present

    At Triband, my primary focus is on paid marketing and performance-driven growth for games released on Apple Arcade, Steam, and Meta Horizon. I support the team in designing, testing, and scaling paid campaigns that fit the specific constraints and opportunities of each platform — especially within subscription-based ecosystems like Apple Arcade, where traditional attribution and UA models do not apply.

  • Designing paid acquisition strategies for premium and subscription-based games
  • Advising on how to run effective campaigns without SKAdNetwork or classic mobile UA tooling
  • Planning experiments across TikTok, Meta, Google, and other channels
  • Defining success metrics for awareness-driven and indirect-conversion campaigns
  • Helping interpret campaign results in environments with limited attribution
  • Supporting creative strategy for ads: what to show, how to frame gameplay, how to hook viewers
  • Translating platform constraints into practical, executable media plans
  • Website structure and conversion flows
  • Newsletter performance and growth strategy
  • Connecting paid traffic with owned channels (email, community, website)
  • Turning marketing data into actionable product and communication insights
  • The goal of this work is not just "running ads", but building a repeatable, data-informed growth system for creative, unconventional games in ecosystems where classic mobile marketing playbooks do not work.

    SOMETHING RANDOM S.A.

    Full-time

    Product Manager / Business Developer

    Marketing Manager (2023 – 2024)

    2023 – Present

    Key role in launching and scaling VR games such as Toy Trains, Harpagun, and Survivors of Xcalibur.

  • Managed relationships with major platforms: Meta, PlayStation, Steam, Pico, HTC, Humble Bundle
  • Led contract negotiations for porting games to new platforms
  • Created and managed product pages across multiple stores
  • Planned and executed promotional campaigns
  • Ran email marketing to internal player databases
  • Coordinated press outreach and PR efforts
  • Organized and supervised localization projects
  • Optimized store assets for discoverability and conversion
  • Analyzed sales data to guide strategy
  • Created pitch decks for publishers and investors
  • Conducted publisher & investor outreach
  • Built long-term partnerships with platform holders and partners
  • Not Enough Mana

    Contractor

    E-commerce & Direct Sales Setup

    2024

  • Built a complete e-commerce store for the game from scratch
  • Designed the structure for direct-to-consumer sales
  • Integrated product pages, payment flow, and purchase logic
  • Enabled the studio to sell the game outside of traditional platforms
  • Provided a foundation for long-term community-driven monetization
  • Caboodle Games

    Contractor

    Marketing Consultant

    2023

  • Supported marketing and launch planning for indie titles
  • Advised on go-to-market strategy and store positioning
  • Helped align creative direction with commercial goals
  • SUPERHOT

    Full-time

    Senior Marketing Manager

    Marketing Manager (2017 – 2020)

    2017-2022

    Focused on answering one hard question: How do you do effective marketing in the game industry?

  • Ran performance marketing campaigns on Google Ads, Facebook Ads, and Twitter Ads
  • Built and optimized funnels for sales, employer branding, and HR
  • Planned and estimated CPC, CPL, CPA targets
  • Created ad creatives (graphics & video)
  • Built custom audiences and remarketing pipelines
  • Measured performance and optimized campaigns
  • Advised the SUPERHOT Community Team on social media and PR strategy
  • Daily tools: Google Ads, Facebook Ads, Twitter Ads, Brand24, Gamesight, Google Analytics, Google Tag Manager, Hotjar, Adobe Photoshop, Adobe Premiere

    Performance Benchmarks (Not Promises)

    I don't promise miracles.

    PC and console game marketing is hard to measure, attribution is often incomplete, and real progress usually comes from testing, iteration, and many ideas that simply don't work.

    What I can offer is experience. Years spent running paid campaigns for premium, subscription-based, and platform-driven games allow me to consistently deliver high-quality traffic within the following ranges:

    TikTok Ads

    CPC

    $0.20 – $0.40

    CTR

    1% – 3%

    Reddit Ads

    CPC

    $0.40 – $0.60

    CTR

    0.5% – 1%

    Google Ads

    CPC

    $0.40 – $0.70

    CTR

    1% – 3%

    CPV (YouTube)

    $0.02 – $0.07

    These numbers are indicative benchmarks, not guarantees. Actual performance depends heavily on creative choices — for example, whether the campaign promotes a single gameplay post focused purely on traffic, or a content-driven asset like a blog post with comments enabled and longer engagement.

    In PC and console marketing, paid ads rarely exist to "sell copies directly". Their real value lies in:

  • validating messaging and positioning,
  • driving qualified traffic to store pages,
  • supporting wishlists, awareness, and platform signals,
  • and feeding insights back into creative and product decisions.
  • Why Paid Marketing Matters for PC & Console Games

    You are launching into a saturated market

    Over 14,500 games were released on Steam last year — around 40 games per day. Without deliberate distribution, even good games disappear within hours.

    Store algorithms don't create success — they amplify it

    Steam, Xbox, and PlayStation storefronts reward momentum. If your game doesn't show external demand early, the algorithm has no reason to push it further.

    Wishlists are the real currency of visibility

    Data suggests a practical "safety floor" of 7,000–10,000 wishlists is needed to unlock meaningful "New & Trending" exposure.

    Paid marketing is the initial spark, not the end goal

    Small budgets ($500–$5,000) help validate conversion rates and give platforms the signals they need to take over organically.

    Early traction reduces perceived risk for players

    High wishlist counts, comments, and engagement act as social proof. Players are far more likely to trust a game that already looks "alive".

    PC & console marketing is an awareness and intent game

    Unlike mobile's CPI-driven model, success here means entering the player's mental "to-play list" — not forcing instant installs.

    Paid traffic buys data, not just clicks

    Even modest spend allows you to test capsules, messaging, and hooks before launch — and fix problems early instead of guessing.

    The launch window is unforgiving

    If early traffic converts poorly, storefront algorithms pull visibility fast. Paid marketing helps avoid a silent launch and early algorithmic rejection.

    Organic spikes without a funnel are wasted attention

    TikTok or Reddit virality means little without a clear path to wishlists, Discord, or demos. Paid campaigns help structure that funnel.

    Let's Work Together

    If you're making an indie game and need help with marketing, distribution, or business development — I'd love to hear from you.

    © 2026 Piotr Jaros. All rights reserved.