EU-supported professional training and networking program dedicated to upskill studios across Europe

GameSkills is designed for game professionals and studios who need more than inspiration: they need operational answers, proven methods and structured exchanges with peers to navigate today’s industry shifts. AI disruption, evolving production pipelines, market saturation, sustainability and accessibility are no longer future challenges — they are operational realities. GameSkills helps you tackle them with the right experts, alongside peers facing the same constraints across Europe.

In a nutshell

50 European Studios

250 Professionals

48 Hours per person

30 Experts led workshops

5 Role-based tracks

Join 250 professionals, from 50 European studios, in a peer-driven learning environment, built around exchange, perspective and collaboration.

Hands-on training with international experts from leading studios and flagship projects, focusing on real-world challenges :

  • 240 hours of subsidised training for 5 team members( 6 modules of 8 hours each equals to 48 hours / per member ) :
  • The program is structured around 5 role-based tracks (Arts, Business, Design, Production, Technology), each combined with 6 themes, resulting in a total of 30 dedicated modules.
  • Each role-based track availble for the 5 members, is combined with the different themes, consisting of 6 modules of 8 hours each.
  • Modules will be delivered remotely over 4 days of the same week (2 hours per day), from April to November 2026

One face-to-face workshop at gamescom dev (formely devcom) in Cologne, plus full access to the technical conference

5 passes for the gamescom business area and a shared meeting point

Co-funded by Creative Europe – MEDIA ( 90% subsidized )

You gain:

  • Practical tools to adapt your production, tech, design and business strategies to current market conditions
  • Clear perspectives on realistic and responsible AI adoption, production pipelines, market evolution and emerging industry standards
  • High-level thinking grounded in real production constraints, leadership responsibilities, product deliveries and management experience

No theory-heavy lectures, no sales pitches — only practical insights, concrete workflows and hard-earned lessons you can apply immediately in your studio.

Selection criteria

Selection is based on motivation, relevance, and alignment with the program’s objectives.

Particular attention will be given to studios that demonstrate :

  • A strong commitment to long-term skills development

  • A focus on gender diversity

  • Based in low production capacity countries (see list below)

Prices

The amount of the EU subsidy depends on the country where the applying company is based.

The full fee for companies based in countries not in any of the lists is 18,500€

Price includes for the studio:

  • 30 remote training sessions – 8 hours each, for teams of up to 5 participants
    (6 Modules per participant)

  • GameSkills summit– live at gamescom dev, Cologne (August)

  • 5 full passes to gamescom dev (formerly devcom Conference)

  • 5 event passes to gamescom

  • Access to the GameSkills Discord community – connect, exchange and collaborate with peers

Program Overview

  Technical changes Artificial Intelligence Market trends Diversity & Inclusion Accessibility Sustainability
Game Design Designing Systems that Scale and Evolve without Breaking From Classic Game AI to Adaptive Gameplay Systems Designing for Engagement in Saturated Markets Balancing Representation, Narrative Coherence and Creative Intent Accessibility as a Design Standard, Not an Afterthought Designing Game Mechanics with Long-Term Impact in Mind
Technology Modern Pipelines Under Pressure: Tools, Teams and Trade-Offs AI Systems for Simulation, World Logic and NPC Behaviour Build or Buy? Engine Strategy Between Sovereignty, Control and Scale Keep your Technical skills- Level up your Soft Skills
Solving Accessibility Challenges at the Technical Level Reducing Environmental Impact Through  Technical Decisions in Game Dev
Production From Production Metrics to Management Decisions Automating Repetitive Production Tasks Without Losing Oversight How Market Pressure Reshapes Team Size and Production How to Create a Safe (and Efficient) Work Environment for Good Managing Accessibility Across the Production Pipeline Measuring Environmental Impact to Inform Decisions
Business & Marketing Store Algorithms and Strategies for Game Discoverability Using AI to Inform Business Decisions — Not to Make Them Rethinking Value Sharing, Risk and Control in a Fragmented Game Market Expanding Audiences Without Alienating Existing Ones Accessibility as a Market and Business Advantage Turning Sustainable Practices into Measurable Positive Impact
Arts & Asset Creation In-Engine Content Creation and Asset Pipelines Building Secure AI Pipelines for Scalable Art Direction
Standing Out Visually in a Saturated Game Market

Expanding Your Game’s Reach through Culturalization

Art Direction for Clear and Playable Worlds Asset Reuse and Upcycling as a Creative Strategy

Experts Overview

Tara Voelker
Senior Accessibility Producer
Netflix Games

Will Shen
Creative Director Lead Designer
Unknown Worlds Entertainment

Karla Reyes
Founder & Creative Director
Anima Interactive

Tülay McNally
Sr. Director Play4All Strategy
Scopely

Kate Edwards
CEO, principal Consultant & Geographer
Geogrify LLC

Jennifer Estaris
Sustainability & Games Consultant

Celia Hodent
Game UX Strategy consultant

Ignacio Amaya
AI/ML Engineer
Rovio Entertainment

Sophie Vo
Game Executive & Leadership Coach
Rise and Play

Tommy Thompson
Director
AI and Games

Rami Ismail
Founder
ramiismail.com

Bianca Marina S.
Senior Software Engineer driving Accessibility
Unity

Cari Watterton
Accessibility Designer
Scopely

Sophie Barteau
Sustainability Program Manager
Ubisoft

Valentina Marchetti
Director Product Strategy

Participants Overview

Active Fungus GmbH (Germany)
Anshar Studios Inc. (Poland)
Bee Bridges Interactive (France)
Black Hole Production (France)
Cherry Tree Studio (Spain)
Crazybit (Poland)
Cybernetic Walrus (Belgium)
Darjeeling (France)
edventure Studios (France)
Finitude (Germany)
Fontys (Netherlands)
Foolhardy Horizons (Denmark)
Funtaptic (Romania)
Groupe Carrus (France)
HandScape Studio (France)
Imperia Online (Bulgaria)
Ingenious Studios (Serbia)
Jumpgate AB (Sweden)
LABEL THIS (Slovenia)
Mad Head Games (Serbia)
Million Victories (France)
NIEKO MB (Lithuania)
Northrak (Sweden)
Outlast Games AB (Sweden)
Peaksel (Serbia)
Phoenix Media Ltd (UK)
Pixel Federation (Slovakia)
Play in Lab (France)
Pronetis Games (Romania)
Redlock Studio (France)
RocketBrush Studio (Cyprus)
Runoi Games (Finland)
STÆRELLA (Denmark)
Teranga Game Studio (Senegal)
Tiny Bull Studios (Italy)
Tivola Publishing GmbH (Germany)
Tricoman Studios (Serbia)
TutoTOONS (Lithuania)
Twin Win Games LLC (Estonia)
Untold Games (Italy)
Virtuos (France / international)
VIVUGA (Germany)
Webelinx (Serbia)
Webelinx Games (Serbia)
Zonda Creative Studio (Kosovo)

Stay informed about GameSkills

For additional information, do not hesitate to reach out !

damla.bulut@gamaste.net

GameSkills – Frequently Asked Questions

GameSkills is designed for professional video game studios, from start-ups to more established teams. The program targets people who are already active in the industry and want to strengthen their skills, processes, and strategic vision. It is not intended for students or complete beginners, rather for professionals with relevant experience. All platforms are welcome (VR, Mobile, PC, Consoles…) and all types of companies (from indie to AAA).

Yes. Studios with fewer than 5 people are fully eligible to apply. The program pricing is calculated per studio, not per participant, which means the cost remains the same regardless of whether your studio has 2, 3, or 5 participants.

Up to five people per studio can participate in the program.

Participants from the same studio :

  • Are supposed to attend all the sessions within their  learning track
  • Will have access to all tracks’ session replays

They can be eligible if their contract covers the full duration of the program provided that they have relevant experience. However, GameSkills is primarily designed for people in ongoing professional roles. Studios are therefore encouraged to prioritize employees whose roles and responsibilities will continue after the program ends.

All GameSkills training sessions are delivered remotely and live, allowing participants to interact directly with trainers and other participants and ask questions.

  • A speaker-only session will be recorded and made available to participating companies to share internally with their teams.
  • Recordings will be made available after the live sessions (VOD ).

GameSkills is designed to run alongside professional activity.

  • Sessions are expected to take place during standard working hours: from 9am to 11am (or 3pm to 5pm), from Monday to Thursday
  • Each module is structured in short, manageable weekly blocks
  • A typical module within a track will take place monthly, for 8 hours, divided in 4 sessions of 2 hours

Schedules will be communicated at least a month in advance to allow studios to plan accordingly.

The program covers a broad range of core and strategic skills, including:

  • Game design and production
  • Team collaboration and workflows
  • Strategic thinking and studio development
  • Long-term positioning and sustainability of a game studio

A detailed breakdown of skills per module will be published separately to provide full transparency.

No, GameSkills does not impose a single development model, neither a specific platform (VR, mobile, PC or Console)

The content is adaptable and depends on:

  • The experience of the trainers
  • The context and maturity of participating studios

This ensures relevance for both indie studios and larger production structures.

  • Long-term positioning and sustainability of a game studio

A detailed breakdown of skills per module will be published separately to provide full transparency.

There is no exam to enter a module but participants will be assessed before and after each modules. The purpose 

Instead, the program focuses on:

  • Active participation
  • Skill development through engagement

Participants will receive GameSkills badges, and a certificate of participation is planned.

GameSkills badges are designed to recognize participation and skill development within the program. A certificate of participation will be provided, allowing studios and participants to:

  • Demonstrate involvement in a European-level professional training program
  • Highlight continuous professional development

GameSkills badges, and a certificate of participation is planned.

Yes. GameSkills is designed as a coherent learning journey. Studios are expected to:

  • Commit to active participation
  • Ensure that registered participants attend sessions regularly
  • This program is significantly supported by public money and requires a strict followup of the attendances to the classes

Yes. GameSkills includes a dedicated summit at gamescom, designed as a key in-person moment for participants to meet, connect, and exchange experiences.

As part of this summit, selected modules will be presented as conference-style sessions by 14 expert speakers, delivered in public rooms and open to all gamescom dev attendees.