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Hire Social Media Manager for Game Studios
Senior, direct, no layers

Hire a Social Media Manager for Game Studios: a social media manager runs social channels as a reliable presence: planned content, prompt replies, and measurement against enquiries rather than likes. 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 — Social Media Manager

A senior social media manager for game studios

Launch week exposes every gap at once: store pages, patches, community answers, and platform checks competing for the same small team. A social media manager starts from that pattern, because it is where players feel the cost first.

A social media manager runs social channels as a reliable presence: planned content, prompt replies, and measurement against enquiries rather than likes. 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

  • Build a content calendar around playtest feedback and build stability with replies handled promptly, not left for days.
  • Build the short-form video and image routines behind live-ops events and seasonal content with replies handled promptly, not left for days.
  • Run community replies and messages about player telemetry and progression balance promptly with replies handled promptly, not left for days.
  • Build the campaigns and promotions that support store pages and launch checklists and content planned a month ahead, not improvised daily.
  • Build the reporting that ties community reports and bug queues to enquiries so the channel keeps working when the manager is away.
  • Build the response playbook for difficult comments about patch and hotfix releases and content planned a month ahead, not improvised daily.
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. The work passes between systems by hand, and the current state of a job is genuinely hard to see. A social media manager connects that stack, using scheduling tools, native platform analytics, and content production workflows, 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. Social media builds presence over time; it is not a tap for instant sales, and any engagement promising that is avoided.

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 social media manager runs social channels as a reliable presence: planned content, prompt replies, and measurement against enquiries rather than likes.

  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

  • Content planned ahead, not improvised daily, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Replies handled promptly, including difficult ones, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Measurement against enquiries, not likes, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • A playbook the business keeps after handover, measured for game studios by build stability, patch turnaround, and player retention across seasons.
  • Channels that fit the audience, not every platform at once, 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 social media manager builds on those systems rather than replacing them, connecting scheduling tools, native platform analytics, and content production workflows 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. Social media builds presence over time; it is not a tap for instant sales, and any engagement promising that is avoided.
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.
How often should we post?
As often as good content can be sustained, which for game studios usually means a realistic weekly rhythm around playtest feedback and build stability rather than daily filler. Consistency on live-ops events and seasonal content beats bursts, and replies matter more than post count.
Currently available for select engagements

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