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About Us

A Games Marketing Agency

We’re a video game marketing agency helping indie and AA studios build stronger market positioning, reach the right players and launch with greater impact.

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Helping great games become impossible to ignore.

At vMarketer, we believe the future of game marketing isn't about shouting louder than everyone else.  

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It's about building games that are naturally easier to discover, easier to understand, easier to share, and easier to choose.

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Today's market is more competitive than ever. Thousands of games launch every year, all competing for the same attention. Traditional marketing tactics alone are no longer enough. Studios need to think about marketability much earlier, ensuring the game, the audience, the positioning, the community, and the launch strategy all work together.

That's where we come in.

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Rather than acting as a traditional marketing agency, we work as a Market Partner, helping studios bridge the gap between development and commercial success.

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Many more missing from this list.

Meet Ash Hodgetts,
Founder & Lead On Your Project

Hi, I'm Ash.

I've spent more than 25 years in marketing and business, with over a decade in executive leadership roles across the games industry. Throughout my career I've worked with publishers, indie studios, live-service teams, startups, Web3 projects, and global gaming brands, helping bring games to market across PC, console, mobile, and emerging platforms.

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Unlike many marketing consultants, I've experienced the industry from multiple perspectives.

  • I've worked inside development studios.

  • I've led global marketing teams.

  • I've managed publishing strategy.

  • I've worked directly with founders, producers, designers, investors, and executive leadership.

  • I've also developed and released my own games.

 

That combination gives me something many traditional agencies don't have: an understanding of both the commercial side of the industry and the realities of building games.

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I know what it's like to balance budgets, deadlines, feature cuts, technical limitations, community expectations, and launch pressure, because I've been there myself.

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Over the years I've worked across every stage of a game's lifecycle.

From early concepts and first playable builds to Steam launches, console releases, live operations, publisher portfolios, and long-term growth strategies.

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Experience That Shapes Better Decisions

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I've helped launch and grow games with companies including Gameloft, Animoca Brands, MicroProse, and Undeads Games, while also working closely with independent studios facing the same commercial challenges on a smaller scale.

Talk to Ash
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