Marketing that runs longer than the launch trailer.

A launch + sustained marketing engine for indie and AA game studios — capsule trailers, cinematic dev content, paid creative that compounds.

Visual reference — replace with capture from your build.
Visual reference — replace with capture from your build.

Most indie launches follow the same shape. A reveal trailer at announcement, a flurry of screenshots around demo week, a launch trailer the day before release, then silence. The game is real. The studio is real. The community is real. The marketing was treated as an event, not a campaign — and the discount sale six months later is doing the work the content should have done.

Symbols of Wealth Studio runs a marketing content engine for game studios. Capsule trailers, cinematic dev diaries, AI motion content for the sequences the engine can't film yet, paid social creative, store-page assets — produced on a campaign schedule, against a launch-plus-12-month strategy, with the same operator across every deliverable. No PR agency middle-layer. No press kits that read like a feature spec.

What's actually delivered.

Three tiers, same backbone — strategy, weekly content, monthly review. The tier you pick decides the production density, not the level of attention. Every engagement runs against a campaign calendar that maps to your launch window.

Studio (€3,000/mo) — Foundation tier. Content strategy across pre-launch, launch, and sustain phases. 8–10 paid social cuts per month from existing gameplay capture. Store-page asset direction. Built for indie studios that need a real campaign running on top of the game.

Studio+ (€4,500/mo) — Everything in Studio plus 2–3 capsule trailers per quarter, cinematic dev diary content for owned channels, and paid ad creative tested against the audiences that actually convert. The most popular tier for studios in the six-to-eighteen-month run-up to launch.

Studio Atelier (€7,500/mo) — Everything in Studio+ plus a full launch trailer (production-grade), sustained content across the launch window, and creative direction of the studio's visual register across store pages, paid, and owned channels. Built for AA studios and indie teams with a serious publisher behind them.

A game isn't sold at launch. It's sold in the six months before launch and the year after. Most studios spend on the wrong half of that curve — and discount their way to revenue parity twelve months later.

Studios shipping their second or third title see the strongest fit with how the studio works. Indie teams. Mid-size studios with publisher support. Solo devs with a six-figure marketing budget who refuse to spend it on programmatic display. If you're a major publisher with an internal marketing team of forty, this isn't the right setup. If you're a studio that wants the marketing to read at the level of the game, the engine is built for you.

The first campaign asset drops within seven days of onboarding. The full engine runs by week two. After that, content ships against the launch calendar, you review monthly, and the work compounds. The closer you get to launch, the sharper the targeting — the system learns the audience.

Capsule TrailersCinematic Dev ContentPaid Social CutsMarketing that runs longer than launchParis / Bordeaux / LondonCapsule TrailersCinematic Dev ContentPaid Social CutsMarketing that runs longer than launchParis / Bordeaux / LondonCapsule TrailersCinematic Dev ContentPaid Social CutsMarketing that runs longer than launchParis / Bordeaux / London

Get in touch.

Two slots open this quarter. Email hey@symbolsofwealth.studio with the name of your studio and what you're trying to fix. Reply within 48 hours.