Building a Marketing Team for an Indie Game Studio (15 People)
By Joris van Huët
Enterprise Interim CMO & Marketing Leader · 15 years · 50+ orgs
Updated
2026-05-04
If you are reading this, you have already accepted that Indie Game Development marketing in 2026 needs a different approach than the one you inherited. The question now is how: which framework, which stack, which staffing model, which agency, which channel mix.
This article is the consideration-stage answer to building a marketing team for an indie game studio (15 people). By the end you will have a defensible point of view to take into your next board meeting, and a clear next step if you want senior outside help to execute on it.
The framing question
Before evaluating any option in Indie Game Development, ask: what is the constraint I am actually trying to relieve? Most CMOs and founders skip this and end up buying tools that solve the wrong problem. Of the 14,531 games released on Steam in 2023, the median title earned under $1,000 in lifetime revenue, and only the top 6% recouped their dev cost. is the macro environment; the relevant micro question is what your business needs in the next 90 days.
Three patterns I see repeatedly inside independent and publisher-backed indie game studios shipping on Steam, Epic, console, and mobile:
- The over-tooled stack. You have Steamworks and three more vendors that overlap with it. The right move is not adding another tool; it is consolidating.
- The under-staffed function. You have one marketing manager doing brand, performance, lifecycle, and creative simultaneously. The right move is not hiring four; it is hiring an interim marketing leader who can decide which one to hire first.
- The misaligned KPIs. Your team is graded on wishlist count while the board is looking at D30 retention. The right move is marketing OKRs tied to one of the two — not both.
The decision framework
For the specific question this article addresses, use a simple two-axis matrix: urgency (how fast does this need to happen?) versus scope (how much of the marketing function does it touch?).
- High urgency, narrow scope → a project sprint of 2–6 weeks at one of the lower pricing tiers. Good for specific deliverables like a stack audit, a launch, or a design sprint.
- High urgency, broad scope → an interim placement at €20,000/month (Hiring & team building). This is the most common shape inside Indie Game Development during a leadership transition or post-fundraise.
- Low urgency, narrow scope → a fractional CMO on a part-time retainer. Suits scale-ups that need strategic guidance but cannot justify full-time.
- Low urgency, broad scope → a permanent CMO hire, ideally evaluated through an interim mandate first.
How Indie Game Development leaders typically run the evaluation
The fastest way to evaluate is to use the same lens we use for agency selection:
- Defined deliverables, not retainer-for-vibes. Specify what 'done' looks like in week 4, week 8, week 12.
- References from Indie Game Development or analogous regulated/competitive environments. Generic references do not survive your industry's specifics.
- A 30-day exit clause. No serious operator objects to this. The ones who do are not the ones you want.
- Direct work product in the first 14 days. Frameworks, audits, dashboards — something you can put in front of your board.
- Wet DBA / IR35 compliance if you are in NL/UK respectively. Procurement will block the engagement otherwise.
What we typically do at the €20,000/month tier for Indie Game Development
The €20,000/month engagement is built around hiring & team building. In practice that translates to a weekly cadence with the founder/CEO, a fortnightly cadence with the broader leadership team, and a monthly board-grade report. For independent and publisher-backed indie game studios shipping on Steam, Epic, console, and mobile the focus areas in the first 90 days are usually:
- A 1-week MarTech audit of your stack (the Steamworks / GameAnalytics / deltaDNA layer).
- A reset of Steam Next Fest and Discord communities budget allocation against actual LTV cohorts.
- A draft 30/60/90 day plan for the broader marketing function.
- An agentic workflow prototype that removes 8–15 hours per week of low-leverage manual work.
Comparison: hiring a permanent CMO vs an interim engagement
| Dimension | Permanent CMO | Interim CMO (€20,000/month) |
|---|---|---|
| Time to start | 4–9 months | 1–2 weeks |
| Fully-loaded cost (year 1) | €280K–€450K + equity | €60K–€300K |
| Termination cost if wrong fit | 6–12 months severance | 30-day notice |
| Best for | Long-term brand stewardship | Transition, transformation, or specific mandate |
| Risk profile | High (executive search failure rate ~30%) | Low (3-month trial built in) |
What to do next
If you are evaluating an interim engagement for Indie Game Development, the fastest way to know if there is a fit is to submit a short intake — five minutes, no obligation, response within 48 hours. Or browse the pricing tiers to see which one matches your current constraint.
Frequently Asked Questions (FAQ)
1. How do I know which tier I need?
Match the tier to the scope of the work. €20,000/month is Hiring & team building. If you also need agency management, team coaching, hiring, or board-level reporting, you need one of the higher tiers (€15K, €17.5K, €20K, €22.5K, or €25K). See the full ladder.
2. How long does a typical Indie Game Development engagement run?
Project sprints are 2–6 weeks. Interim placements are 3–12 months. Fractional engagements are open-ended part-time. For most independent and publisher-backed indie game studios shipping on Steam, Epic, console, and mobile, the right shape is a 6-month interim with a clear handoff plan for the team or successor.
3. Can I move between tiers during an engagement?
Yes. The tier ladder is designed for this. A common path is to start at €20,000/month for the first 60 days while the audit and quick wins land, then move up to a higher tier once team building and hiring kick in.
References
[1] VG Insights / Steam revenue analysis, 2024. https://vginsights.com/insights/article/2023-year-in-review-steam-game-statistics [2] MarketingUpgrade.pro. "Pricing & Engagement Tiers." https://www.marketingupgrade.pro/#pricing [3] MarketingUpgrade.pro. "Marketing Glossary." https://www.marketingupgrade.pro/glossary
ABOUT THE AUTHOR
Joris van Huët is an enterprise interim CMO and marketing leader with 15+ years of experience across ING, P&G, Nestlé, BNP Paribas, WeTransfer, Vinted, and 50+ other organizations. He specializes in innovation projects (venture building, design sprints), agentic marketing (AI agent setup and orchestration), and hands-on multi-channel management.