Course · Waitlist open

Make and launch your own game.

We are putting together a course with the whole process we use at the studio, from the first idea to launch day. For people who want to build on their own or as a team.

The barrier to making a game has moved

Until recently, the first barrier was technical: years learning to code before seeing anything move on screen. The tools of today have taken down a good part of it. Now a person with a good idea can have something playable in weeks.

What is still hard is the rest of the way. Picking a game you can actually finish. Cutting what does not fit. Showing it early without feeling embarrassed. Getting someone to find your game among the hundreds that arrive on Steam every week. Deciding where to publish and how to charge. That is where most projects stall, and that is what the course focuses on.

We are walking this path right now, in public: in 5 weeks, we took 2 games from the page to playable versions. The course grows out of what works here, tested on our own games.

What the course will cover

Plan

  • From idea to scope. Choosing a game you can finish, and the scope that keeps it finishable.
  • The one-page design document. What the game is, who it is for and what people feel while playing, before the first line of code.
  • Market research. Genre, audience, prices and what already exists, so you know where your game fits.

Build

  • Prototype and vertical slice. A small, playable piece of the game that looks like the final version and proves the idea before you invest in the rest.
  • Development in short cycles. Something playable at the end of each stage, with the tools of today.
  • Art, sound and identity. How to give the game personality without a big team.
  • Playtesting. How to gather feedback, read what people actually do and decide what to change.

Launch

  • Demos and festivals. When to release a public demo and how to make the most of festivals and events.
  • Game marketing. Store page, capsule art, trailer, wishlist and content creators.
  • Community. Discord, social media, devlogs and building in public.
  • Where to publish. Browser, itch.io, Steam, Google Play: what each one requires and which fits your game.
  • Self-publishing or working with a publisher. What each path offers, what it asks in return and how to read a contract.

Make a living from your game

  • Monetization. Paid, free with purchases, ads or none: how each model shapes the game and the player, and how to set the price.
  • Launch and after. Launch day, the first reviews, updates and what to do with what players ask for.
  • The business side. Company, brand, art and music licenses, and agreements with the people who work with you.

Who it is for

  • People who have never made a game and want to start the right way.
  • People who started a project and got stuck halfway.
  • Groups of friends and small teams who want to build together.
  • Developers who already build games and want to launch better.

Would you rather we make it?

If you have the idea but do not want to learn to make it, we develop the game for you or with you.

Join the waitlist

Leave your email and you will be among the first to know when the course opens. Nothing else is sent to this list.

To leave the list, just reply to the email.

Frequently asked questions about the course

When does the course open?

There is no date yet. People on the waitlist hear first.

Do I need to know how to code?

No. The course is being designed for people starting from zero and also for those who already code and want to go beyond the code.

How much will it cost?

The price comes out when enrollment opens, and people on the list get it first.

Can I take it as a group?

Yes. There will be a format for groups and teams who want to build a game together.