Video Game Marketing Agency Los Angeles

Wishlists are built long before launch week. We help game studios plan the months of trailers, clips and creator outreach that come first, then cut it all for TikTok, YouTube, Instagram and X.

Quick answer

Clouds Agency is a Los Angeles studio that helps game developers get a game seen before it launches. A real person on our team captures and cuts the trailer, prepares the store page images and platform cutdowns, and plans devlog clips and creator outreach back from your release date, so launch week is not spent resizing files.

Most games get one launch week and no second chance.

01

Players skip anything that looks like an ad

Gamers have seen every banner and sponsored post. Clips from the game, developer updates and creator videos get watched, while polished ad copy gets scrolled past.

02

Each platform wants a different cut

A trailer that works on YouTube is too slow for TikTok and too long for X. Post the same file everywhere and it fits nowhere.

03

Marketing that starts at launch starts too late

If nobody has seen the game before release, there is no audience to buy it. Trailers, creator builds and community posts need months of lead time.

How We Help

What we build for game studios

  • Pre-launch content plan

    A calendar of devlog clips, reveals and behind-the-scenes posts for TikTok, Instagram, YouTube and X, planned back from your release date.

  • Creator outreach

    We shortlist creators who play your genre, handle the outreach and write the briefs. You approve the list before anyone is contacted.

  • Trailers and social cutdowns

    A main trailer plus vertical and square versions, captions and short teasers, all edited from the same footage so they match.

  • Discord and community content

    Announcement graphics, event videos and weekly posts for your Discord and social channels, written in your studio's voice.

Before You Hire

What to ask when you hire for game marketing

Store pages, trailers and creator deals each have their own rules. These questions show whether a team has shipped around them before.

  • Which store page assets do you make, and to what sizes?

    Steamworks lists exact sizes for the header, small, main and vertical capsules and for screenshots, and Valve changed them in 2024. Epic and console stores have their own lists.

    • A good answer: they open the current store documentation and deliver to it
    • They ask which stores you plan to launch on
  • How much of the first trailer is real gameplay?

    Valve recommends that the first trailer on a Steam page mostly show gameplay, with the interface visible, and the page shows only a couple of trailers ahead of the screenshots. Cinematic trailers still help, in the right slot.

    • A good answer: a gameplay-led first trailer and a cinematic or teaser cut as a second
  • What do you need from our build to capture footage?

    Clean capture needs a stable build, the right resolution and frame rate, and often a way to hide debug text or toggle the interface.

    • A good answer: a capture build, a list of scenes to record and a plan for placeholder art
  • How do you clear music, fonts and licensed assets in the trailer?

    A trailer can carry music, fonts and middleware that were licensed for development and not for advertising. Uncleared music can also be claimed after upload.

    • A good answer: a list of every licensed element in the cut with its terms
  • How do you pick and brief creators, and who handles disclosure?

    Creators who receive keys, payment or sponsorship should disclose the relationship clearly. The FTC and YouTube both expect that, and the brief should say how.

    • A good answer: you approve the creator list and the brief includes disclosure wording
  • When does the store page need to go live before launch?

    Store pages go through review, and Steam asks for a coming soon period before release. Third-party guides give typical timings, but Steamworks documentation is the authority.

    • A good answer: a schedule that works back from store review and the coming soon period

Questions people ask

How early should we start before launch?

As early as you have footage or a build worth showing. A social content package can start within about two weeks of kickoff, and a trailer is scoped like a brand film, which usually runs 4 to 8 weeks from kickoff to delivery. More lead time leaves more room for creator outreach.

What do you need from us to get started?

Capture footage or a playable build, your logo and key art, and a release date or window. Store page copy and any platform guidelines help too. We handle the planning from there.

Who owns the trailer and the edits?

Ownership and licensing terms are written into the agreement before work starts. At delivery we hand over the final exports and project files.

Can you work with a small indie team?

Yes. Scope is built around what you have. A small team might need one trailer and a short run of social clips, while a larger one might want a full creator program. We talk through goals and budget before proposing anything.

Can you guarantee wishlists or sales?

No. Nobody controls how a game is received. We can make sure the right players see it, with trailers and posts that show what it is like to play.

What size are Steam capsule images?

Steamworks currently lists a header capsule at 920 by 430, a small capsule at 462 by 174, a main capsule at 1232 by 706 and a vertical capsule at 748 by 896, with screenshots at least 1920 by 1080. Valve updated these sizes in 2024 and older guides may show the old ones, so check the current Steamworks documentation before you export.

How early should a Steam page go live before launch?

As early as you have a trailer and screenshots worth showing, because wishlists build over time. Steam also asks for a coming soon period before release, and store pages go through review, so work back from your launch date with margin. Check the current Steamworks documentation for the exact requirement, since timings can change.

Do I have to disclose AI-generated content on Steam?

Valve asks developers to describe generative AI use in the Steamworks content survey, and the disclosure appears on the store page. Reports say the rules were rewritten in early 2026 and now focus on content players see or hear, including store page and marketing material. Rules change, so read the current Steamworks documentation before you submit.

What does a creator need to disclose when they play my game for free?

If a creator receives a free key, payment or another benefit, the FTC says the connection should be disclosed clearly. YouTube also lets creators flag paid promotion so a notice appears. Put the disclosure expectation in the creator brief. This is general information, not legal advice; the FTC Endorsement Guides are the authority.

Tell us your release date and we will work backward from it.