• Saudi GFX promotional key art

Sponsored By: U.S. Department of State - U.S. Embassy in Riyadh

Building the 21st Century Saudi Game Developer

All Seminars:

Join us online for the Game Monetization Workshop. In this seminar series, you will learn from leading experts in Game Business Success, ESports, and Game Marketing.

In each of these interactive workshops, games industry experts Mike Fischer, Jordan Whitaker, and Jon Hanson will not only teach the industry's best practices but follow up with interactive activities that help cement your understanding of each topic.

Over six online seminars learn how to set up your game, and your studio, for Commercial Viability, develop Persuasive Pitches, design successful ESports Competitions, and create Marketing Strategies that help your games Define, Reach, and Engage your target audience.

All are welcome to attend. Game professionals who will find these seminars beneficial include:

  • Independent game developers
  • Early-stage studios
  • Gaming entrepreneurs
  • Esports professionals
  • Marketing professionals
  • University students
  • High school students
  • Anybody interested in the business side of game development

Seminars

Business Success for Game Creators

July 19, 2026: 19:00 - 21:00 (KSA)

Presenter: Mike Fischer

A strategic overview of the current condition of the games industry and how creators can ensure the best business success for their careers, their studio, and their games. Real-world examples illustrate key business concepts. Learn the fundamentals of a business plan. Understand the unique aspects of business plans for a game studio and game project that distinguish them from other ventures.

Learning Objectives

  • Why it is important for creators to understand business fundamentals
  • How to identify the unique winning factors for your studio/game and how to effectively communicate them
  • Pro tips for ensuring your game and your studio will not fail
  • Able to create a strategic plan for their business
  • Able to create a game/studio budget
  • Able to understand the fundamentals of video game business models

Preparation/Materials Needed

  • None required

Assignment/Activity

  • Interactive assignment work with instructor support (includes Q&A)
  • Students will create a simple business plan for a video game. They can use a real project they are working on, or simply create a set of assumptions for a hypothetical game to use as the basis for creating a business plan.

Interactive Pitch Workshop (Includes Q&A)

July 20, 2026: 19:00 - 21:00 (KSA)

Presenter: Mike Fischer

We will learn and practice how to make an elevator pitch. Understand the keys to effective communication for a video game business or game idea.

Learning Objectives

  • Fundamentals of key pitch communication.
  • Structure of a pitch.
  • Format of a pitch deck.

Preparation/Materials Needed

  • None required

Assignment/Activity

  • Students will take a 15-minute break to compose an elevator pitch of about two minutes in length. This will just be an open talk, with no requirement to create visual materials. Then each participant will share that idea with the group. This does not have to be a pitch for the participants' real game. They can pitch a real game from the past, or a hypothetical game they can imagine ad hoc.

Fundamentals of Esports

July 21, 2026 - 19:00 (KSA)

Presenter: Jordan Whitaker

In this session, students will explore the practice of competitive gaming, more commonly referred to as "esports." Nowadays, esports operates at a truly global scale, with government and policymaker involvement, various levels of tournament organizers serving as professional implementing organizations, and many team organizations and other businesses directly engaging in the practice of esports. All of these efforts are performed in direct coordination with the ultimate owner of the esports title, as it is intellectual property - the game developer.

Learning Objectives

  • Describe what "Esports" is and discuss the nuanced industry as distinct from the broader gaming industry.
  • Categorize esports genres and be able to assess what makes each genre unique and appealing for consumers.
  • Distinguish the various levels of global esports as a practice (local, national/regional, and international), identifying key events shaping the industry.

Preparation/Materials Needed

  • None required

Assignment/Activity

  • Watch Professor Whitaker's screenshare of the Netflix documentary episode "Seven Days Out - League of Legends"

Structure of Competition Design in Esports

July 26, 2026 - 19:00 (KSA)

Presenter: Jordan Whitaker

In this session, you will learn how to construct tier-ranking systems, competitive season schedules, and progressive reward models for esports. Participants will engage in hands-on activities to apply these concepts while learning how to identify features that consumers to seek competition and make relational community comparisons.

Learning Objectives

  • Recognize important in-game and client features which psychologically encourage consumers to seek out competition and make relational comparisons within the community.
  • Examine whether or not games can be designed to be esports, and evaluate the necessary components which promote an esports-oriented environment.
  • Construct a tier-ranking system, competitive season schedule, and progressive reward model.

Preparation/Materials Needed

  • None required

Assignment/Activity

  • Over the course of 25 minutes, pick one of the following esports titles to research, briefly: Counter-Strike 2; League of Legends; Rocket League; VALORANT; EA FC; Tekken 8; PUBG (mobile or PC); Fortnite

How Games Find Players and Make Money: A Go-to-Market Approach

July 27, 2026 - 19:00 (KSA)

Presenter: Jon Hanson

A strategic overview of how games actually get discovered and sold today, and why most never get seen at all. We'll cover the wishlist-first funnel, how Steam's discovery mechanics decide which games surface, and the handful of levers a small studio controls before launch, illustrated with real breakout and failure cases.

Learning Objectives

  • Understand how players discover and decide to buy games today: the wishlist-first funnel and Steam's discovery mechanics
  • Tell the difference between built-in marketing (mechanics that spread on their own) and paid reach, and know when each one matters.
  • Identify the few pre-launch levers a small team actually controls, and which ones move the needle versus which just look like marketing.

Preparation/Materials Needed

  • No materials required.
  • Attend with a game in mind, whether a real project or a hypothetical one.

Assignment/Activity

  • Preparation for Session 2: Build Your Game's Go-to-Market Plan

Build Your Game's Go-to-Market Plan

July 28, 2026 - 19:00 (KSA)

Presenter: Jon Hanson

Participants apply the first session to their own game and build a simple, defensible go-to-market plan. They'll define what makes the game worth noticing and turn that into the assets and sequence that actually generate wishlists before launch.

Learning Objectives

  • Able to build a simple go-to-market plan for a game, real or hypothetical.
  • Able to define a game's unique hook and translate it into a Steam capsule direction and a short-form video hook.
  • Able to map a realistic pre-launch wishlist plan: which channels, in what order, and what "good" looks like.

Preparation/Materials Needed

  • My first session sets the groundwork for this one.
  • Bring a real project you're working on, or a set of assumptions for a hypothetical game to build the plan around

Assignment/Activity

  • Participants create a one-page go-to-market plan for a video game, their real project or a hypothetical one. They'll name the hook, draft a Steam capsule direction and one short-form hook, and sketch a pre-launch wishlist plan. I'll provide a worksheet and circulate to support each participant as they build. They can use a real game or invent the assumptions on the spot.

Speakers

All Saudi GFX Program speakers are seasoned developers with deep experience in the games industry in the US and around the world.

Professional portrait photo of Mike Fischer smiling

Mike Fischer CEO, Game Go Global
Former CEO, Square Enix America

  • - Business Success for Game Creators
  • - Game Pitch Interactive Workshop
Professional portrait photo of Professor Jordan Whitaker

Prof. Jordan Whitaker Esports Professional and Educator

  • - Fundamentals of Esports
  • - Structure of Competition Design in Esports
Professional portrait photo of Jon Hanson

Jon Hanson Founder, Skill Tree Marketing

  • - How Games Find Players and Make Money: A Go-to-Market Overview
  • - Build Your Game's Go-to-Market Plan
Professional portrait photo of Dr. David Whittinghill

Dr. David Whittinghill Head of Game Development, Purdue University
Senior Programmer, Saints Row

  • - Saudi GFX Program Director

Bios

Mike Fischer

Mike Fischer is a legendary executive in interactive entertainment, having held senior positions at Amazon, Microsoft, and top video game companies, including CEO of Square Enix America. He has led the publishing strategy for some of the biggest video game franchises, including Fortnite, Final Fantasy, Tomb Raider, Halo, Gears of War, and Sonic the Hedgehog. Mike is also a General Partner at the new Gaming venture capital fund: Firstpoint VC, and a faculty member in the interactive media department at the University of Southern California.

Professor Jordan Whitaker

Professor Jordan Whitaker is a leading expert in the field of esports and digital sports. He is an active consultant in esports, most recently serving the Esports World Cup Foundation with the planning and execution of the New Global Sport Conference, 2025. Professor Whitaker's core skill set is in direct "doing" of esports, including managing teams and players, event management, program management, and coaching. Professor Whitaker is a known driver of academic and competitive program development, having developed courses and serving as the current Director of Esports for historic "public Ivy" institution. The College of William & Mary, adjunct faculty for Syracuse University (remote), and George Mason University (in-person). Professor Whitaker is developing an online esports course for West Virginia University, and served as Head Coach & Co-Coordinator at Northern Virginia Community College (8x NJCAA National Champs, recipient of a Congratulatory Letter from the Governor of Virginia). He has been coaching at the highest level of college/university play in League of Legends for over 7 years. Professor Whitaker holds the honor of recently becoming a Network of Academic and Scholastic Esports Federations (NASEF) Mentor upon completing his time as a selected NASEF Fellow, and is routinely asked by global organizers of the largest esports events and academic conferences to stage host and serve as a speaker or expert panelist.

Jon Hanson

Jon Hanson is the founder of Skill Tree Marketing, a go-to-market consultancy and agency for game studio. Jon and his team work as embedded marketing leads on live launches, owning the funnel from wishlist to revenue, and leads a team of specialists across performance marketing, creators, user acquisition, and creative production. Before founding Skill Tree, Jon previously worked in marketing at WB Games for Hogwarts Legacy and Mortal Kombat, with earlier roles at Electronic Arts and Full Sail University. He has advised 100+ studios on go-to-market and currently leads launch campaigns. His work centers on the mechanics most studios get wrong: wishlist velocity, Steam Discovery Queue, capsule conversion, creator and CPM campaign structure, and driving business outcomes. He runs these launches for a living, so participants get what actually moves wishlists in the current market.

Dr. David Whittinghill

Dr. David Whittinghill is the Head of Game Development at Purdue University, the Program Director for the Saudi GFX Program, and was a Senior Gameplay and UI Programmer on Saints Row (2022). Dr. Whittinghill designed the Game Development program at Purdue University and is an award-winning educator who has taught thousands of students during his teaching career. Dr. Whittinghill has developed plant growth chamber simulations to support NASA's preparation for the planned George W. Bush-era Moon/Mars missions. He has developed simulations for US naval threat modeling, Veterans Affairs cancer treatment facility design, and digital anti-tampering vector modeling, among many others. He has published over 40 academic journal articles and conference proceedings.

Schedule

  • Week 1 - 19-21 July 2026
  • Week 2 - 26-28 July 2026
  • Week 3 - 6 August 2026
  • Week 1 Workshops - 19-21 July 2026
    SUNDAY 19 July 2026 - (7:00 PM KSA) Workshop: Business Success for Game Creators

    A strategic overview of the current condition of the games industry and how creators can ensure the best business success for their careers, their studio, and their games. Real-world examples illustrate key business concepts. Learn the fundamentals of a business plan. Understand the unique aspects of business plans for a game studio and game project that distinguish them from other ventures.

    Instructor : Mike Fischer
    MONDAY 20 July 2026 - (7:00 PM KSA) Workshop: Game Pitch Interactive Workshop

    We will learn and practice how to make an elevator pitch. Understand the keys to effective communication for a video game business or game idea.

    Instructor : Mike Fischer
    TUESDAY 21 July 2026 - (7:00 PM KSA) Workshop: Fundamentals of Esports

    In this session, students will explore the practice of competitive gaming, more commonly referred to as "esports." Nowadays, esports operates at a truly global scale, with government and policymaker involvement, various levels of tournament organizers serving as professional implementing organizations, and many team organizations and other businesses directly engaging in the practice of esports. All of these efforts are performed in direct coordination with the ultimate owner of the esports title, as it is intellectual property - the game developer.

    Instructor : Jordan Whitaker
  • Week 2 Workshops - 26-28 July 2026
    SUNDAY 26 July 2026 - (7:00 PM KSA) Workshop: Structure of Competition Design in Esports

    In this session, you will learn how to construct tier-ranking systems, competitive season schedules, and progressive reward models for esports. Participants will engage in hands-on activities to apply these concepts while learning how to identify features that consumers seek in competition and make relational community comparisons.

    Instructor : Jordan Whitaker
    MONDAY 27 July 2026 - (7:00 PM KSA) Workshop: How Games Find Players and Make Money: A Go-to-Market Overview

    A strategic overview of how games actually get discovered and sold today, and why most never get seen at all. We'll cover the wishlist-first funnel, how Steam's discovery mechanics decide which games surface, and the handful of levers a small studio controls before launch, illustrated with real breakout and failure cases.

    Instructor : Jon Hanson
    TUESDAY 28 July 2026 - (7:00 PM KSA) Workshop: Build Your Game's Go-to-Market Plan

    Participants apply the first session to their own game and build a simple, defensible go-to-market plan. They'll define what makes the game worth noticing and turn that into the assets and sequence that actually generate wishlists before launch.

    Instructor : Jon Hanson
  • Winners Posted here on www.saudigfx.org - 6 August 2026
    Thursday 6 August 2026 Announcement: The Winners

    Certificate winners posted here on www.saudigfx.org

    Certificates emailed to winning packets.

Submissions

Submit your activity packets using the links below

Mike Fischer

Professional portrait photo of Mike Fischer smiling
  • Business Success for Game Creators
  • Game Pitch Interactive Workshop
Submit Mike's Activity Packet

Prof. Jordan Whitaker

Professional portrait photo of Professor Jordan Whitaker
  • Fundamentals of Esports
  • Structure of Competition Design in ESports
Submit Jordan's Activity Packet

Jon Hanson

Professional portrait photo of Jon Hanson
  • Planning Your Market Strategy
  • Implementing Your Market Strategy
Submit Jon's Activity Packet

Frequently Asked Questions

How do I register for the workshops?

Is registration required to attend the workshops?

Yes.

Do I register for each individual workshop separately?

A single registration provides you access to all workshops. You will use the same link to access all workshops.

When is the registration deadline?

Any time before the start of the workshop series on .

I missed the deadline. What do I do?

If you missed the registration deadline, you can still attend the workshops, but priority will be given to registered participants for review and critique; activity packets will not be accepted from non-registered participants.

Will the workshops be delivered in English only?

Yes.

What is the attendance cap?

Up to 1000 participants can attend each workshop.

What video platform will be used?

Zoom will be used for the video/webinar conferencing.

Will the sessions be recorded?

Yes, but only for archival purposes. They will not be made available for public viewing after the workshops have concluded.

Will the recorded sessions be made available later?

No. The material delivered during these seminars is the product of our instructors expertise and is intended to be shared in an interactive setting. They will not be made available for public viewing after the workshops have concluded.

Should I attend even if I don't have a game in progress?

Yes. You are not required to discuss your game or submit workshop activity packets to attend the workshops. Participate in the workshops, learn from the experts, and use what you learn on your next game.

Who can participate?

All are welcome.

What will I learn?

See the seminar descriptions above.

Will "certificates of completion" be provided for workshop attendance?

No. However, activity/assignment packets can be submitted for instructor review and critique. These packets will be ranked according to each instructor's evaluation criteria. The team members who submit the highest rank packet will earn a "Winner" certificate issued by Purdue University.

Can I submit an activity packet for dedicated instructor review and critique?

Yes, however, as each instructor's time is finite, each instructor will review and critique a maximum of 12 activity packets. In the event more than 12 packets are received for a given instructor, reviewed packets will be selected at random.

How do I submit an activity packet for instructor review and critique?

Activity packets should be submitted via the links above. Only valid Google GMail addresses are allowed to submit a packet. Use the link associated with each instructor above. E.g. for a marketing packet click the link to Jon Hansen, etc.

What kind of email addresses are allowed for submission?

Only valid Google GMail addresses are allowed to submit a packet. Use the link associated with each instructor above. E.g. for a marketing packet click the link to Jon Hansen, etc.

What is the maximum activity packet submission limit per instructor?

One packet per instructor. No file can be larger than 10MB up to 10 files can be submitted per packet. Zip files are preferred.

How will I know if my team or I earned a "Winner" certificate?

You will be notified via email if you or your team has earned a "Winner" certificate. The winning individuals or teams will be posted on this website. Due to the potential volume of submissions, non-winning participants will not be notified.

How many "Winner" certificates will be issued?

Three. One for each instructor.

Can a team submit an activity packet or only individuals?

A team can submit an activity packet. Include each team member's name in your packet. Note that teams will be "sanity checked" for token members only seeking a certificate - each team member will be examined to ensure they have a meaningful, well-defined role on the team.

My team earned a "Winner" certificate. Does each team member receive a certificate?

Yes. Include each person's name in your packet. Note that teams will be "sanity checked" for token members only seeking a certificate - each team member will be examined to ensure they have a meaningful, well-defined role on the team.

I earned a "Winner" certificate. Will you spell my name right?

We will try our very best. Please include your name how you want it to appear on your certificate.

I earned a "Winner" certificate. How will I receive it?

Certificates are in PDF form and will be emailed to the email address provided during registration.

I earned a "Winner" certificate. When will I receive it?

Certificates will be emailed by

I earned a "Winner" certificate. Can you place a link to our project on the Saudi GFX website?

Yes! Let us know the URL you would like us to link to.

Do I have to attend an instructor's entire workshop to be eligible for a "Winner" certificate?

Strictly speaking, no, as individual attendance is not tracked. However, it is unlikely your packet will be competitive without attending the instructor's workshop and will therefore not have the knowledge required.

What is the review criteria for activity packet ranking?

To discourage "gaming the metrics" these criteria are not disclosed publicly. You are encouraged to attend, listen, and engage with each instructor's workshop. This will provide you what you need.

When are activity packets due?

Refer to the Schedule section for specific due dates. Due dates vary by workshop, as the specifics of each are different. As a rule of thumb, activity packet are designed to be completable in a few hours of dedicated effort; submission deadlines will reflect this.

Are AI-generated activity packets accepted?

Yes, however this defeats the purpose of the workshops and activity packet - which is to teach you the material through active engagement. It is stronglyrecommended that you create your own original content for the best results.

I still have questions. Who can I contact?

Email help@saudigfx.org

WINNERS CIRCLE

2026 GAME MONETIZATION WORKSHOP

Game Business Success with Mike Fischer

You?

The Business of Esports with Jordan Whitaker

You?

Game Marketing with Jon Hanson

You?

2025 PITCH COMPETITION AND MASTERCLASS

FIRST PLACE

RENAD ALHARBI

RANDA ALJOHANI

RAZAN ALJOHANI

DENIZ CETINALP

MELISA CETINALP

MOHAMMAD NOOR

SECOND PLACE

SAIF ABUSETTA

RAZAN ALBALHARETH

FAISAL ALMUSHARAF

DAREEN ALOUFI

MASHAEL ALSALEEM

LUJAIN FELEMBAN

YAHYA SENDI

RUNNERS UP

ABDULLAH AJAM

NASSER ALMOHAMMADI

TEAF ALMATROUK

REEMA ALOTAIBI

SALEM ALRADDADI

ASIM ALREHAILI

SAWSAN DABAN

ABDULRAHMAN HELAL

About Saudi GFX

Saudi GFX is a project funded by the US Embassy in Riyadh, led by the Purdue University School of Applied and Creative Computing, and delivered by a cadre of seasoned US game developers.

Program Goals

  • Nurture the game development ecosystem in Saudi Arabia and the MENA region
  • Create commercially viable, Saudi-based, interactive games and media
  • Establish new game development companies in the Saudi/MENA region
  • Strengthen existing game development companies in the Saudi/MENA region
  • Encourage people from around the world to come to live and work in Saudi Arabia/MENA
  • Build relationships between the Saudi and US game developer ecosystems
  • Create games that celebrate and share with the world elements of culture, history, geography or life in general in the Saudi/MENA region
  • Craft narrative experiences that highlight women and minority empowerment in the region

Saudi GFX Events

All Events Delivered By Seasoned US Game Developers

  • 2026/07 - Game Monetization Workshop and Competition
  • 2026/03 - Trip to Game Developer Conference (GDC) 2026
  • 2025/07 - Four Weeks of MasterClasses at Purdue University in the US
  • 2025/04 - Riyadh Portfolio Workshop
  • 2025/03 - Trip to Game Developer Conference (GDC) 2025
  • 2025/01 - Pitch Competition
  • 2024/12 - Free webinars led by US games industry professionals

Global Partnership

U.S. Embassy in Riyadh logo
Purdue Games Innovation Lab logo
Purdue Polytechnic Institute logo

Didn't find what you were looking for?

help@saudigfx.org