ESH-27705 · Gaming

Game Publishing Practitioner for Growth-Stage Teams — Gaming

A 12-hour intermediate course for startup teams moving from early traction toward scale who want to turn concepts into practical startup outputs in game publishing. The course combines the gaming context with practical frameworks, realistic cases, guided exercises and a final applied output. Participants finish with a structured approach they can adapt to a real venture, team or project.

Self-paced online12 hoursIntermediateGrowth-Stage TeamsBuild pathway
Who it is for

Growth-Stage Teams

Designed for startup teams moving from early traction toward scale. It is especially useful for learners who need a structured, practical route into game publishing rather than a purely theoretical overview.

Prerequisites

What you need

Experience working in a startup or scale-up environment is recommended.

Completion

European Startup Hub Certificate of Completion — Game Publishing Practitioner

Applied exercises, one milestone submission and a final practical project.

Learning outcomes

What you will be able to do.

Outcome 1

Explain the core principles of game publishing in the context of gaming.

Outcome 2

Diagnose a realistic game publishing challenge using structured startup tools.

Outcome 3

Build a practical game publishing output appropriate for growth-stage teams.

Outcome 4

Evaluate evidence, assumptions and trade-offs before making game publishing decisions.

Outcome 5

Apply game publishing methods to a venture, project or organisational scenario.

Outcome 6

Create a next-step action plan that can be used after the course.

Full syllabus

10 course modules.

Each module combines explanation, examples and an applied activity.

Module 1

Foundations of Game Publishing

Practical study of foundations of game publishing with examples, prompts and an applied activity.

Module 2

The Gaming context

Practical study of the gaming context with examples, prompts and an applied activity.

Module 3

Customers, users and stakeholder needs

Practical study of customers, users and stakeholder needs with examples, prompts and an applied activity.

Module 4

Tools and frameworks for Game Publishing

Practical study of tools and frameworks for game publishing with examples, prompts and an applied activity.

Module 5

Evidence, data and assumptions

Practical study of evidence, data and assumptions with examples, prompts and an applied activity.

Module 6

Designing the approach

Practical study of designing the approach with examples, prompts and an applied activity.

Module 7

Execution and operating decisions

Practical study of execution and operating decisions with examples, prompts and an applied activity.

Module 8

Measurement and key indicators

Practical study of measurement and key indicators with examples, prompts and an applied activity.

Module 9

Risks, ethics and common failure modes

Practical study of risks, ethics and common failure modes with examples, prompts and an applied activity.

Module 10

Case study: Game Publishing in practice

Practical study of case study: game publishing in practice with examples, prompts and an applied activity.

Assessment

Applied exercises, one milestone submission and a final practical project.

Included materials

Digital course notes · Practical worksheets · Case exercises · Action-plan template · Completion record in ESH ID

Learning support

Platform learning support; live facilitator interaction is included where the delivery format states Live online or Blended online.

Course information & disclaimer

Educational programme. Completion does not constitute professional, legal, financial or investment advice and does not guarantee funding, employment or business outcomes. Catalogue version 2026.1 · Last reviewed 2026-08-24.

Ready to begin?

Game Publishing Practitioner for Growth-Stage Teams — Gaming · 12 hours · Self-paced online

Enrol for €150