Make your game fundable,
not just finished.
MONDAYS & WEDNESDAYS
10 AM PT / 1 PM ETÂ
THE PROBLEM
Most games don't fail because they're poorly made.
They fail because of decisions nobody revisited: a vague audience, an unscoped MVP, a positioning statement nobody could repeat back. This bootcamp exists to force those decisions early, while they're still cheap to change.
No one can say who it's for
"People who like action games" isn't an audience. It's a placeholder for market research you haven't done yet — and publishers notice immediately.
Scope keeps creeping
Without a locked commercial MVP, every "just one more feature" pushes the launch further from the version that actually proves your idea.
The pitch over-explains
If your deck needs you in the room to make sense, it isn't done. A real pitch deck stands on its own — on a publisher's desk, after you've left.
By the end of the bootcamp, you'll have a full pitch deck.
This bootcamp is designed to help you create a publisher- and investor-ready pitch deck that proves your game is commercially viable.
Four phases. Eight weeks. One question driving every session.
Designed by Ryan Manning around a single objective: by Week 8, you can prove your game has a market, an audience, a viable scope, and a pitch that doesn't need you to over-explain it.
Ryan Manning
Ryan has spent over 15 years leading game development teams, studio operations, and production pipelines. As CEO and Studio Head of Bad Rhino Studios, he has built and managed distributed teams, taken projects from concept to delivery, and helped studios scale without losing commercial discipline along the way.
In this bootcamp, Ryan teaches the same frameworks he uses to evaluate whether a game is worth greenlighting — audience validation, market positioning, scope discipline, and the pitch logic that gets a project funded or published.
Is This Bootcamp Right for You?
- You have a game in progress and want to know if it's actually commercially viable before sinking another year into it.
- You're preparing to approach publishers or investors and need a deck that holds up without you in the room.
- You can explain your gameplay but not who's buying it, or why.
- You want a structured, live-accountability process—not another self-paced course you'll abandon in week two.
- You're looking to learn art, modeling, or engine skills.
- You don't have a game concept or project to apply the frameworks to yet.
- You want pre-recorded, self-paced content with no live sessions.
FREQUENTLY ASKED QUESTIONS
Are there any live lessons?
Are there any live lessons?
What software do I need?
What software do I need?
What is the refund policy?
What is the refund policy?
How long will I have access to the bootcamp?
How long will I have access to the bootcamp?
How do I receive project feedback?
How do I receive project feedback?
Do I get a certificate of completion?
Do I get a certificate of completion?
Have Questions?Â
Submit your questions below, and we will get them answered for you as soon as we're able to.Â