As someone who's architected marketing automation stacks for several gaming-focused agencies, I'll give you the same advice I'd give a junior walking through the door: don't.
The fundamental issue isn't the industry itself - it's the way "advertising" is implemented within it. Most gaming brands treat their ad operations like an afterthought. You'll spend 80% of your time wrangling attribution data from fragmented sources (Steam, Epic, console stores, mobile ad networks) into a single view, and the remaining 20% trying to convince product managers that a HubSpot workflow can actually handle their CRM quirks if they'd just let you set up proper lifecycle stages.
What nobody tells you: the creative approval process alone will kill any semblance of agile marketing. You'll draft a Marketo email campaign, wait three weeks for legal and brand sign-off, then get told the asset is "too close to an existing IP" - even though it's a generic font on a gradient background. Rinse and repeat for every seasonal event.
If you still want to pursue this path, specialise in ad platforms that actually respect conversion tracking - Google Ads and LinkedIn (yes, not the obvious choice) - and avoid any agency that says "we do influencer marketing in-game" without a proper UTM parameter strategy. Build a script to auto-tag cross-channel campaigns, I've got one that pipes ad spend data into a Google Sheet via the Google Ads API, then maps it to game-specific SKUs. Happy to share the logic if you're serious.
But the short answer? Don't. The machinery is broken, and you'll be the one fixing it, not building it.