Marketing Lead

Gameosity

United States

Remote

USD 85,000 - 110,000

Full time

12 days ago

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Benefits offered by this job

Employee stock options
QSEHRA Health Insurance benefits
Paid time off and holidays

Job summary

Incredible Dream Studios is seeking a hands-on Marketing Lead to own and grow the company’s marketing function. You’ll build the team, own launches, and develop systems that scale with the business, reporting to the CEO and guiding strategy with disciplined execution.

You should have 5+ years in marketing, including launches you directed and people management experience. This is a remote role with a clear path to Head of Marketing as the company grows.

Qualifications

  • 5+ years in marketing, including launches you owned and others’ work you directed.
  • You have led people and built teams, with hands-on ownership of the function.
  • You can write briefs, briefs for design, and manage timelines and budgets.

Responsibilities

  • Own the marketing function end-to-end, hire and lead a small team, and set budgets and goals.
  • Plan launches, brief creative, coordinate with partners, and track progress against targets.
  • Report to the CEO and provide ongoing updates on performance and priorities.

Skills

Marketing leadership
Launch management
Team building
Budget management
Strategic planning
Copywriting

Job description

Remote (U.S.) · Full-time · 90-day temp-to-hire · Reports to our CEO · Builds and leads a team of two · $85,000–$110,000 a year depending on experience and location

About us
Incredible Dream Studios is an independent board game publisher on a quest to bring people to the table through shared adventure. We make A Gentle Rain, the Kinfire games and Mechs vs. Minions. We’re a small, fully remote team who love games and the worlds behind them.

The role
This is a hands‑on leadership role for someone ready to take the next step. You may be a senior marketer, brand manager or marketing lead today who has owned major launches and directed other people’s work, but hasn’t yet had the chance to run the whole function. Here, you will. You’ll take ownership of marketing, build the team and systems around you, and have a path to Head of Marketing as the company grows.

This is a step‑up role. We’re not looking for someone who has already spent years running a large marketing department. We’re looking for a strong, hands‑on marketer who has owned launches, directed other people’s work and is ready to own the function. You’ll build the team and systems around you, earn more scope as you demonstrate you can run it, and have a path to Head of Marketing as we grow.

Good marketing here starts with three things said crisply: who the player is, what the game gives them and why they should act now. If you can write that in a sentence, you can brief the art, plan the launch and judge the work. That’s why this role is copy‑first.

Our creative bar: simple beats busy. One clear message, a headline, art that leads and a reason to act now. When the data disagrees with our taste, the data wins.

In your first two months, you’ll hire our community & social manager and events coordinator with our CEO, and they’ll report to you from their first day. Within a year, you’ll run marketing against goals and a budget we set together.

Your first year
First 90 days

  • Learn the games and the people who play them.
  • Put every marketing deadline in one place, each with an owner and a status we can both see.
    Write the copy and briefs that matter most: product pages, ads, emails, and retailer and distributor materials.
  • Take over our partner deliveries to distributors, retailers and conventions, and build an asset library they can pull from without asking.
  • Run our marketing asset submissions to our licensing partner, and track each one through approval.
  • Own the newsletter from day one, and write it by day 90.
  • Hire our community & social manager and events coordinator with our CEO. Onboard each in March with a written 30‑day plan, and set the monthly plan our social channels run on.
  • Send our CEO a short weekly update: what shipped, what’s at risk and what needs a decision.

By month 6

  • Your team runs on plans you set: the social calendar, the creator program and our show schedule.
  • A quarterly marketing plan with targets, and a monthly read on how we’re tracking against it.
  • Fresh ad and email creative on a set cadence, tested, with results reported plainly.
  • Press releases for our launches, written by you and sent by your team.
  • Product photography, planned and briefed.
  • A positioning page for every in‑print title: who it’s for, what it gives them, what they’d compare it to and why now.

By month 12

  • We agree on goals, key messages and budget. You come back with the plan, the creative and the targets, then run it and report what it drove.
  • You own the marketing budget and direct our launch agency when we bring one in.
  • If you’re successfully running the function as the business and team grow, the role grows with you into Head of Marketing.

You’ll fit if you

  • Write copy that sells, and can show us copy that did.
  • Have run a launch or campaign end to end, with outside partners, approvals and a budget, and landed it on time.
  • Have built a system that ran without you: a calendar, a tracker, a library. On your watch, deadlines and approvals don’t lapse quietly.
  • Have led people: direct reports, or freelancers and agencies you chose and held to a standard. You set expectations in writing, give feedback early and make the hard call when it’s needed.
  • Play hobby games, and can tell us why someone would love one and what they’d compare it to.
  • Know your own taste, can read ours and can work to it. When we disagree, you’d rather test it.
  • Write briefs a designer can run with, no second meeting needed.
  • Thrive with a manager who trusts you to own your work and drive it. You’ll get real onboarding and a lot of questions while we learn how you think. After that, the work is yours to run.
  • Most people who’d succeed in this role have 5+ years in marketing, including launches they owned and other people’s work they directed.

How we work

  • Our differences make us stronger. We make games for every kind of player, and we make better ones with people who don’t all think alike. A different view on the goals we share is something we want in the room, not something to manage.
  • We are who we say we are. We keep our commitments, and if something is going to slip, we say so early. We’re honest about what we know: where a number came from, how sure we are, what we’d test. Honest mistakes get support. Hiding them is what breaks trust.
  • We win as a team. Being great at your own job is half of it. The other half is helping your teammates reach their goals. We give feedback directly and specifically, and we take it the first time.
  • We bring people to the table. Our games connect people, and so does our work. We listen to players before we talk to them, and we write like people talking to people.

Nice to have

  • Marketing at a tabletop, video game or entertainment company
  • Working within a licensor’s approval process
  • Running a hiring process yourself, start to finish
  • Making quick assets yourself in Canva, Figma or Photoshop
  • Hands‑on experience with email platforms, paid social and Amazon listings
  • Experience at a small, growing company

The 90-day trial
This role starts with a 90-day temp-to-hire trial. You’re on payroll as an employee from day one, with benefits from the first of the month after you start. You’ll get the conversion criteria in writing before you start, and at day 90 we decide together whether you convert to a permanent role. It gives you 90 days to see how we work before you commit, too.

When you convert, you get stock options under our equity framework, vesting from your start date,=.

Pay and details

  • Pay: $85,000–$110,000 a year, depending on experience & location
  • Benefits: Employee stock options, QSEHRA Health Insurance benefits, paid time off and holidays.
  • Location: Remote (U.S.). We’re set up to hire in IL, IN, MO, OH, PA and UT, and we’ll consider strong candidates anywhere in the U.S. You must be authorized to work in the U.S.
  • Travel: 2-4 trips a year: shows like Gen Con and GAMA Expo, a team meetup and the occasional partner visit.
  • Employment: at‑will, including during the trial.
  • Apply by: November 30, 2026.

Incredible Dream Studios is an equal opportunity employer, and we welcome applicants of every background. You don’t need to share your age, date of birth or graduation dates, and you can remove dates from any certificate or transcript you send. If you need an accommodation to apply or interview, email careers@incredibledream.com.

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