Film-style poster for the Programs for Game Studios presentation

Programs for Game Studios Programs for Game Studios

How to design a program and its mentoring for studios that make and sell games.

What this presentation covers

What this presentation covers

What this presentation covers

Europe’s game industry

Most studios are small companies

Europe’s game market was worth EUR 23.3 billion in 2021, built mostly by SMEs.

  • Game studios 4,900+4,900+
  • Game publishers 200200
Game companies in Europe · European Parliament, 2022

Why game projects fail

Most game problems start with people

In 200 studio postmortems, most root causes were people, not technology.

  • Management as common as production problems
  • Marketing grew most over 23 years
  • Team rising in the last decade
  • Technical falling over time

Skills a studio needs

A game needs more than code

A game joins writing, design, art and code with publishing and localisation.

  • Art and design look, feel, game rules
  • Development engine, tools, performance
  • Publishing marketing and community
  • Localisation every market’s language

Public money for games

Map public funding before investors

In the UK, a certified British game can claim a 34% credit on qualifying spend.

34% credit on qualifying spend HM Revenue & Customs, 2024
80% of core costs at most count as qualifying HM Revenue & Customs, 2024

Funding milestones for a game

Tie each funding round to a build

Publishers and funds judge what they can play, so plan builds as milestones.

  • Prototype is the core loop fun?
  • Vertical slice one level at final quality
  • Publisher deal money for production
  • Launch store page, reviews, sales

Testing with players

Playtest early and often

Mentors should ask for player feedback at every build, not only before launch.

Publishing deals

Keep the IP when you sign

A game is first a work of intellectual property, and the deal decides who keeps it.

  • Who owns the IP? the studio, ideally, with a licence
  • What is recouped first? the advance, then a revenue split
  • What marketing is promised? a budget in writing

Living with platforms

Plan for platform rules to change

Stores change curation and pricing often, so games are reworked long after release.

  • Curation who gets seen
  • Pricing fees and discounts
  • Player data drives each update

Running a live game

Set a pace live teams can keep

Running a game as a service intensified work at a large studio, a study found.

  • Ship an update on a planned calendar
  • Read the metrics retention and spend
  • Listen to players community feedback
  • Plan the next one with time to rest

Who works in games

Widen who builds the games

About 98,000 people worked in European games in 2020, an estimated 20% women.

98,000 people in Europe’s game industry, 2020 European Parliament, 2022
20% of them women, by estimate European Parliament, 2022

Sources

The research behind this presentation

  1. European Parliament (2022) European Parliament resolution of 10 November 2022 on esports and video games (2022/2027(INI)) Official Journal of the European Union, C 161, 5 May 2023, 2-10
  2. Politowski, C., Petrillo, F., Ullmann, G. C. & Guéhéneuc, Y.-G. (2021) Game industry problems: An extensive analysis of the gray literature Information and Software Technology, 134, 106538
  3. HM Revenue & Customs (2024) Claiming Video Games Expenditure Credits for Corporation Tax GOV.UK guidance, updated 19 February 2026
  4. Nieborg, D. B. & Poell, T. (2018) The platformization of cultural production: Theorizing the contingent cultural commodity New Media & Society, 20(11), 4275-4292
  5. Weststar, J. & Dubois, L.-É. (2022) From crunch to grind: Adopting servitization in project-based creative work Work, Employment and Society, 37(4), 972-990

Help studios ship and keep going

Fund builds, protect the IP and keep a pace teams can sustain after launch.

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