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As of June, 2024, the FGGS training and community became exclusive to existing students.
One of FGGS' main perks is how the average participant is welcoming, pragmatic and professional-minded. If we kept accepting new students by the hundreds, as we did in 2022-2023, we could potentially disrupt one of our community's most celebrated aspects.
Because of that, we made the decision of, for the foreseeable future, not taking in new students.
If you know any of our current students, you may ask for a referral. If you believe your situation is an exception and would like to request an exemption, please contact us at gabriel@proindiedev.com. We will consider each case individually.
Thank you very much for your understanding!
Sam used FGGS to make his first game and earned over US$ 2 million
Kornel from Dream Parable used FGGS to get funded by a publisher, ship his game and earn US$ 933.000 (revenue estimated by VG Insights)
And this is the US$ 17.5 million indie hit Blasphemous, developed by Mauricio Garcia
Blasphemous was already in development when Mauricio took the training and this is what he had to say about FGGS:
HEY, THERE! HOW CAN I HELP YOU? :)
Hi! I'm Gabriel Dal Santo, but most people call me Gabe. I've been making games for 29 years (and professionally since 2008).
When I started, I never managed to make my games be as awesome as I imagined them. People weren't interested in them, and to be honest, I couldn't even finish games.
Mostly by luck, I got into the backstage of a lot of high profile developers, and I realized the way they planned and executed their games had nothing to do with the "common sense" advice I was getting on the internet.
When I started applying that to my games, I finally started to finish them, to have players really excited about them and to make money from that! I made my first 5K games in the b2b market (that is, games that earn over US$ 5000 for every month of development), and kept doing so for many years to stay sustainable and be able to work full time on my games.
My studio also launched quite a few award winning free games, and we have recently got back into developing for the end customer market, with two commercial games in development for PC, PlayStation, Xbox and Switch.
In 2018 I started transforming that experience into a replicable method that could help other indies to make their games reach the success they deserve, without 'selling out' or changing their games into something they don't like. So far we have helped dozens of indies to achieve incredible results and sometimes even reach in the hundreds of thousands of dollars and up to millions of dollars, like those games shown above.
And while it's impossible to guarantee that every student will have the same results, this methodology was engineered from the ground up to help real world indies make their games be as awesome as they deserve to be, and to help them make some well deserved money from their work! :)
GET ACCESS NOW TO A FAST AND COMPLETE STEP-BY-STEP PROCESS TO GET PRO RESULTS FROM YOUR GAMEDEV.
FGGS is organized in three main stages...
CONCEIVE
a feasible, highly attractive game (or get an existing project back on track)
01
DEVELOP
in the smartest possible way, using accessible professional techniques to make your game naturally attractive and valuable to players
02
SELL
to the largest possible audience by putting your game in front of potentially hundreds of thousands of interested players
03
SO, WHAT EXACTLY IS FGGS?
FGGS stands for “Finishing Great Games that Sell”, and is my complete training on professional indie game development.
Now, the same methods employed by some of the most successful indies in the industry are organized in a single, super-optimized framework for you to start applying immediately.
It is engineered from the ground up to transform your indie game development into an actual profession that generates money and high quality games that people want to buy and play.
Restore your pleasure in working in games by employing a repeatable framework that is extremely optimized, so that you can focus on doing what you like the most, while being sure that you are setting yourself up for success.
Essential knowledge you can’t find anywhere else,right from the start:
Start making money from your games - or improve your results:
It’s like having me by your side, as you develop and sell your games:
Learn what really makes players and press care about a game (or completely ignore it).
WANNA TAKE A PEEK AT FGGS?
See in details what you will learn in each lesson:
MODULE 1: The Really Important Foundations
Shift your mindset from “Aspiring” to “Professional” - and start getting pro results!
LEARN MORE
Lesson 1 Welcome to Module 1
Lesson 2 Hope Marketing, Hope Gamedev
Lesson 3 Why Good Strategies Are Difficult to Spot
Lesson 4 Intro to Indie Marketing - Part 1: Common Misconceptions
Lesson 5 Intro to Indie Marketing - Part 2: Promotion and Marketing Material
Lesson 6 Intro to Indie Marketing - Part 3: Pitch and Game Surface
Lesson 7 Intro to Indie Marketing - Part 4: Engineering Your Game's Commercial Appeal
Lesson 8 FGGS Overview 1 - The Main Components
Lesson 9 FGGS Overview 2 - The Pitfalls You Should Avoid
Lesson 10 FGGS Overview 3 - Dev Timeline
Lesson 11 FGGS Overview 4: Career Timeline
MODULE 2: Building a career around indie games
Figure out the right goal for YOU, and how to get there faster
LEARN MORE
Lesson 1 Intro to Module 2
Lesson 2 Don't try to hit; try to build a sustainable business - and then hit!
Lesson 3 Use small games to figure out YOUR repeatable process
Lesson 4 Intro to the Career Algorithm
Lesson 5 Tactical Small Games
Lesson 6 Tactical Branching
Lesson 7 Find out what your main problem is
Lesson 8 Are you stuck on a game?
Lesson 9 Learning how to finish a GOOD game in your genre
Lesson 10 Is your problem making money off of a good game?
Lesson 11 Getting investment
Lesson 12 Closing Words about the Career Algorithm
Lesson 13 Monetizing Small Games
Lesson 14 Which platform is more adequate to you?
Lesson 15 Which engine should you use?
MODULE 3: Marketing: Audience and Anti-Magnets
Discover who (and where) your audience is, and learn how to avoid the pitfalls that make most indie games flop
LEARN MORE
Lesson 1 Intro to the marketing module
Lesson 2 The three parts of marketing
Lesson 3 An actionable model to understand the market
Lesson 4 Find out where your audience is
Lesson 5 Create a Persona
Lesson 6 The first step to create an irresistible game
Lesson 7 Intro to Anti-Magnets
Lesson 8 Anti-Magnets: Problems with Audience Overlap
Lesson 9 How to avoid problems with audience overlap
Lesson 10 Anti-Magnets: Problems with Perceived Value
Lesson 11 How to Avoid Problems with Perceived Value
MODULE 4: Marketing: Attention Magnets
Master 35 expert tricks to make your game inherently IRRESISTIBLE to buy, play and write about
LEARN MORE
Lesson 1 Intro to Attention Magnets
Lesson 2 Genre or Reference Game Comparison
Lesson 3 What You Can Do in the Game
Lesson 4 The Game Premise
Lesson 5 Naming your game - General Strategy
Lesson 6 Attention Magnets for names
Lesson 7 Story - Considerations on marketing, design and production
Lesson 8 Story Attention Magnets
Lesson 9 The art of your game - Production, Design and Marketing considerations
Lesson 10 Art Attention Magnets
Lesson 11 Technology Attention Magnets
Lesson 12 Considerations on Marketing Campaign Attention Magnets
Lesson 13 The Marketing Attention Magnets
Lesson 14 Mind Map - Attention Magnets
MODULE 5: Promotion and Audience Building
Learn the 5 steps that will get your game in front of more people than most publishers would
LEARN MORE
Lesson 1 Intro to Promotion and Audience Building
Lesson 2 Don't waste your time on Twitter, Facebook, blogging, vlogging...
Lesson 3 The Bread and Butter of promotion - 5 things you absolutely need
Lesson 4 How any commercial project should start
Lesson 5 Pitch part 1 - Creating your pitch and your 5-30-Close Sequence
Lesson 6 Pitch part 2 - Examples
Lesson 7 Pitch part 3 - How to create your pitch
Lesson 8 Learn to speak and think in player-centric language
Lesson 9 The Base Pitch in different contexts: The Witcher 3 case study
Lesson 10 Building an Audience on a mailing list and group
Lesson 11 How to get players to join your mailing list and group
Lesson 12 Managing your mailing list and picking the right provider
Lesson 13 Talking to your list and running an email sales campaign
Lesson 14 Applying the concepts to groups (Facebook, Discord, etc)
Lesson 15 Basic marketing infrastructure for your studio
Lesson 16 Game launch marketing infrastructure
Lesson 17 Create your press kit
Lesson 18 Create your press list
Lesson 19 Creating a press list - Hands on demonstration!
Lesson 20 Press releases - what to send, when to send it
MODULE 6: The Dev Process: Idea and Planning
Execute the process to find the golden idea (or approach for an existing project) that hits all necessary targets at the same time
LEARN MORE
Lesson 1 Intro to Production and Design in FGGS
Lesson 2 Priority #1 - Get battlefield experience if you don't have it
Lesson 3 What is System, what is Content
Lesson 4 A visual way to understand the dev process from beginning to end
Lesson 5 Intro to the Dev Timeline
Lesson 6 Bugs, Iteration and Polish over time
Lesson 7 Idea Gen & Greenlighting 1 - The 4 Pillars
Lesson 8 Idea Gen & Greenlighting 2 - Setup
Lesson 9 Idea Gen & Greenlighting 3 - How big should your next game be
Lesson 10 Idea Gen & Greenlighting 4 - Which types of ideas you should aim for
Lesson 11 Idea Gen & Greenlighting 5 - The PROCESS to come up with a great idea
Lesson 12 Idea Gen & Greenlighting 6 - How to multiply the amount of potentially useful ideas
Lesson 13 GATE #1: Beating Idea Gen & Greenlighting!
Lesson 14 Production Hacks 1 - RSE and Crop Rotation
Lesson 15 Produsign 1 - Intro
Lesson 16 Produsign 2 - Why you must do it
Lesson 17 Produsign 3 - The process and where to start
Lesson 18 Produsign 4 - The Essence of the Essence
Lesson 19 Produsign 5 - Gameplay Core
Lesson 20 Produsign 6 - Production and Development Plan
Lesson 21 GATE #2 - Beating Produsign!
Lesson 22 Production Hacks - Giant's Shoulder and Fangame Total Conversion
Lesson 23 Production Hacks - Design Tricks to Make Players Commit to Your Game
MODULE 7: The Dev Process: from Alpha to Gold
Develop your game in as little time as possible without compromising your vision, and make it reach its full potential
LEARN MORE
Lesson 1 Alpha Dev 1 - Intro
Lesson 2 Alpha Dev 2 - Prototyping and Validation
Lesson 3 Alpha Dev 3 - Build and Iterate
Lesson 4 Alpha Dev 4 - Lock in
Lesson 5 Production Hacks - Inverted Pyramid and 2 Steps Pyramid
Lesson 6 Alpha Dev 5 - What to prioritize and when
Lesson 7 Alpha Dev 6 - Avoid doing these things prematurely
Lesson 8 Alpha Dev 7 - Develop your Magnets
Lesson 9 Production Hacks - Setting up for Alpha Dev
Lesson 10 GATE #3 - Beating Alpha Dev!
Lesson 11 Production Hacks - Early Validation
Lesson 12 Production Hacks - Smart Art Paradigms
Lesson 13 Production Hacks - Cheap ways to create content
Lesson 14 Beta Dev 1 - Intro
Lesson 15 Beta Dev 2 - The stages of your Beta Dev
Lesson 16 Beta Dev 3 - Every Good Game is a Dialog
Lesson 17 Beta Dev 4 - Identify Your Game's Beats
Lesson 18 Beta Dev 5 - Building the Horizontal Slice
Lesson 19 Beta Dev 6 - Getting to Content Complete
Lesson 20 Beta Dev 7 - Get into Shipping Mode
Lesson 21 GATE 4 - Beating Beta Dev!
Lesson 22 Wrap Up 1 - Intro
Lesson 23 Wrap Up 2 - How to do it
Lesson 24 Wrap Up 3 - Finish and Fix
Lesson 25 Wrap Up 4 - Streamline your game
Lesson 26 Wrap Up 5 - Polish the most important content
Lesson 27 Wrap Up 6 - Playtesting
Lesson 28 Wrap Up 7 - Persevering through Wrap Up
Lesson 29 GATE 5 - Beating Wrap Up
Lesson 30 Release 1 - Intro
Lesson 31 Release 2 - Platform Enablement
Lesson 32 Release 3 - Setting Up Your Storefront Page
Lesson 33 Release 4 - Play Safe with your Schedule
Lesson 34 Release 5 - Execute your Promotion Campaign
Lesson 35 Departing Words - Thank you for our time together!
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STILL IN DOUBT? TAKE A LOOK AT THE TESTIMONIAL OF A STUDENT WHO EARNED 400,000 EUROS FROM HIS GAME
AND HERE'S A SUPER AWESOME VIDEO PREPARED BY SOME STUDENTS! While results will vary for each person, FGGS is engineered from the ground up to help you move forward, whether if you want to start with the right foot or if you have a few games under your belt and wanna start getting better results!