How to pitch a game dev (without sounding like spam)
You make music, sound, voices, art, VFX, writing or video, and you want to work on games. Here's how I'd find devs who actually need you and write a first message they'll want to answer. I've sent a lot of cold DMs to indie devs this month, so this is what I've seen work.
- Find devs who need help right now, not just anyone making a game.
- Play or watch their game before you write anything.
- Keep the first message short: one real thing you liked, one idea, one link.
- Send something that fits their game, not your whole catalog.
- Follow up once, a few days later, then let it go.
1. Find devs who need help right now
The easiest yes comes from someone who's already looking. A few places where that happens:
- Studios hiring on ComposerScout. These are devs who posted an open role, so you know they want help, what they need and roughly what they can pay.
- Jam Crew. Game jams are where a lot of us get our first credit. Devs tap "I'm in" when they're looking for a team, and you can do the same.
- itch.io jam pages and team-finding boards. Most jams have a community tab where people post "looking for a composer", "need an artist" or "need sound".
- Bluesky and X. Search for things like "need music for my game", "looking for a composer" or "looking for an artist". Devs posting gameplay clips with no sound, placeholder sound or placeholder art are worth a look too.
- Reddit's r/INAT, which is made for finding teams. Read each subreddit's rules first, because most of them don't allow self-promo posts.
- Steam Next Fest demos. Devs with a demo out are about to get a lot of eyes on their game. If the audio or art feels thin, that's a good opening.
2. Play their game first
This is the part most people skip, and it's the part that makes you stand out. Watch the trailer, play the demo if there is one, or scroll back through their posts. Notice one specific thing: a level you liked, a mood, a moment where the sound or art could hit harder. That one detail tells them you're not copy-pasting the same message to fifty people.
3. Write a short first message
Short wins. A dev reading DMs between bug fixes doesn't have time for an essay or a list of everything you've ever made. Here's roughly what I'd send:
Hey! Just played the demo for Lantern Hollow and the forest level is so good. I make music and ambience for cozy and spooky games, and I could hear something really soft and warm under that part. Here's a short piece in that mood if you want to hear it: [link]. No pressure at all, just thought it might fit 馃檪
What makes it work:
- It opens with their game, not with you.
- One sentence about what you do, in plain words. Skip the job titles and slogans.
- One link to one thing that fits. Your ComposerScout profile is great for this, because they can check out your samples or pieces and message you back in one place.
- No pressure. Ending with "no pressure" or "just thought it might fit" makes it easy to say yes later, even if the answer today is "not yet".
Things to leave out of a first message: your rates (unless they asked), a wall of links, "I'll work for exposure", and anything that sounds like an ad. If a sentence would fit in a commercial, cut it.
4. Send something that fits their game
The fastest way to get a yes is to let them hear or see their game with your work. On ComposerScout, devs can drop a gameplay clip into the Gameplay studio and play your samples over it, or put your art next to a screenshot of their game in the art tab. If you have a piece in the same mood or style as their game, point them to it. A 30-second clip or one piece that fits beats a 10-track playlist or a full gallery that doesn't.
Voice actors: record two or three lines in the voice you hear for one of their characters. Sound designers: a few sounds that match their art style (a UI click, a footstep, a hit) say more than any reel. Artists and VFX artists: two or three pieces close to their style say more than your whole portfolio.
5. Follow up once, then let it go
People miss DMs all the time. If you don't hear back, one friendly bump a few days later is totally fine. Something like "Hey, just bumping this in case it got buried. Offer still stands if you ever want to hear more 馃檪". If there's still no answer, let it go and stay friendly. Devs remember the person who was easy to talk to, and lots of gigs come back months later.
Something I noticed: when I was reaching out to devs, a friendly public reply to someone's post got answered a lot more often than a cold DM out of nowhere. Replying to a post where they asked for help, or cheering on their progress first, warms things up before you DM.
Common mistakes
- The same message to everyone. Devs can tell, and it gets ignored.
- Leading with price or a long bio before they know if your work fits.
- Sending files they didn't ask for. Link to them instead, so nothing lands in their downloads uninvited.
- Following up every day. Once is friendly. Three times is pushy.
- Breaking a community's rules to get seen. One ban can cost you a whole server of future clients.
Frequently asked questions
Where can I find game devs who need music, sound, voices, art, VFX, writing or video?
Look where devs are already asking for help: open roles on ComposerScout's Studios hiring page, game jam team-finding boards on itch.io, Jam Crew on ComposerScout, r/INAT on Reddit, and posts on Bluesky and X from devs saying they need audio or art. Devs with a Steam Next Fest demo are another good group to look at.
What should I say in my first message to a game dev?
Start with one specific thing you liked about their game, say in one sentence what you make, and link to one sample or piece that fits their game's mood or style. Keep it short and end with no pressure, so it's easy for them to answer.
Should I put my rates in the first message?
Usually not, unless they asked or posted a budget. Let them see that your work fits first. On ComposerScout your starting rate is already on your profile, so they can see it whenever they want.
How long should I wait before following up?
A few days is fine. Send one friendly bump, and if there's still no answer, leave it there and stay on good terms.
Is ComposerScout free for creators?
Yes. Making a profile is free, and I don't take anything from your gigs. You and the dev agree on payment and rights directly.
Give devs one link that shows what you make
Make a free profile with your samples or pieces, rates and what you're open to. Devs can hear your audio over their gameplay or see your art next to a screenshot, and message you right there.
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