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Currently available for select engagements

Hire CRM Expert for Game Studios
Senior, direct, no layers

Hire a CRM Expert for Game Studios: a crm expert makes the CRM match how the business actually sells and serves, so records stay complete without heroic admin effort. Built around how game studios actually work, starting from the systems you already run.

15+
Years Experience
100+
Projects Delivered
6
Countries Served
$25M+
Revenue Enabled
Game Studios — CRM Expert

A senior crm expert for game studios

Live-ops content is planned in spreadsheets while the build pipeline, store deadlines, and certification windows all move on different calendars. That pattern is exactly what a crm expert is brought in to break, by fixing the workflow behind it rather than reporting on it.

A crm expert makes the CRM match how the business actually sells and serves, so records stay complete without heroic admin effort. For game studios, that means work shaped around pre-production, vertical slice, alpha and beta, launch, and seasonal live-ops, with players, publishers, and platform holders as the people it ultimately serves. Because players, not viewers, are the audience, everything is tested against real play, not just review.

Games are interactive products, not linear content: players break things in ways no test plan predicts, and the work has to be built around that reality. Book a free discovery call and we will test the fit on one real workflow before any wider scope is agreed.

What you get

What this engagement covers for game studios

  • Redesign the pipelines and stages behind playtest feedback and build stability and dashboards the leadership can trust without a spreadsheet beside them.
  • Clean and deduplicate the records inside live-ops events and seasonal content so the team updates records because it helps them, not because they were told to.
  • Automate the follow-ups and reminders attached to player telemetry and progression balance so the team updates records because it helps them, not because they were told to.
  • Build the dashboards that report on store pages and launch checklists honestly and dashboards the leadership can trust without a spreadsheet beside them.
  • Connect the CRM to the other systems behind community reports and bug queues so the team updates records because it helps them, not because they were told to.
  • Build the onboarding and training that keeps patch and hotfix releases accurate after handover so the team updates records because it helps them, not because they were told to.
The systems game studios actually run

Built on your stack, not on top of it

Most game studios already run on game engines, large-asset version control, automated build pipelines, live-ops tooling, playtest scheduling, store pages, and player telemetry. Records live in several systems at once, and nobody has one view of where a job stands. A crm expert connects that stack, using HubSpot, Salesforce, Pipedrive, or Zoho, with integrations and data-cleaning routines, and standardises the routines around it.

A change to a live game reaches every player at once, so releases are staged and rollback is planned before launch, not after. A CRM only works if the team uses it; if the process itself is the problem, the process gets fixed before the software.

A sensible first project is one loop, such as playtest feedback into the next build, measured on how fast reported issues reach a fix or a decision. Scope stays narrow until the result is proven on that one job.

How it works

From kickoff to delivery for game studios

  1. Discovery and workflow pick

    One workflow first, usually playtest feedback and build stability, chosen from where game studios actually lose time, with a clear success measure agreed before build.

  2. Build on your existing stack

    The work starts from engines, build pipelines, and live-ops tooling and connects them, rather than replacing tools the team knows. A crm expert makes the CRM match how the business actually sells and serves, so records stay complete without heroic admin effort.

  3. Review and harden

    Real game studios work is run through the result before launch: edge cases, errors, and the human review steps that must never be skipped, especially where age ratings and platform certification applies.

  4. Launch and improve

    Go live to one team or one workflow, measure against build stability, patch turnaround, and player retention across seasons, and expand scope only on evidence.

Why Omer

Why hire Omer

  • Pipelines shaped around the real sales process, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Data cleaning that survives contact with real users, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Follow-ups automated so nothing slips silently, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Dashboards leadership can trust, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Training that keeps records accurate after handover, measured for game studios by build stability, patch turnaround, and player retention across seasons.
Outcomes

What changes in practice

The realistic outcome is steadier builds, faster patch turnaround, and live-ops seasons that ship on the dates players were promised. That shows up in daily work: fewer surprises across pre-production, vertical slice, alpha and beta, launch, and seasonal live-ops, and less time spent chasing information between systems.

That is the standard this engagement is measured against: not a launch announcement, but work game studios still use months later, maintained by their own team with documentation handed over at the end. To start, discuss your workflow — or browse the full hire hub.

FAQ

Questions, answered

Will this work with engines, build pipelines, and live-ops tooling?
Yes. The work starts from the game studios stack you already run: game engines, large-asset version control, automated build pipelines, live-ops tooling, playtest scheduling, store pages, and player telemetry. A crm expert builds on those systems rather than replacing them, connecting HubSpot, Salesforce, Pipedrive, or Zoho, with integrations and data-cleaning routines where the work actually happens, so the team keeps tools it knows.
What about age ratings and platform certification?
Age-rating requirements, platform certification rules, consumer-protection rules for in-game purchases, and privacy rules for younger players all shape this work. Anything built here respects those duties from the start, and steps that carry regulatory consequences keep a human check. A CRM only works if the team uses it; if the process itself is the problem, the process gets fixed before the software.
What is a sensible first project?
One loop, such as playtest feedback into the next build, measured on how fast reported issues reach a fix or a decision. One job done well gives the team something real to judge before wider scope is agreed, and the success measure is agreed before build starts.
Who inside game studios usually owns this work?
Usually the producer, with design and engineering leads on anything that changes gameplay or the build pipeline. The engagement is scoped so that owner can run it after handover, with documentation that does not depend on one person.
Why does our CRM always end up messy?
Because it was set up for reporting, not for the people doing the work. For game studios, the fix starts with playtest feedback and build stability: if updating a record helps the person updating it, records stay clean. Dashboards for live-ops events and seasonal content come after the daily workflow fits, not before.
Currently available for select engagements

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