Saudi Industry Insights · Game development

Game Development in Saudi Arabia

National strategy, finance, incubation, studios, publishers, cultural intellectual property and platform programmes are beginning to connect. The next stage depends on people who can design, build, test, improve and complete interactive work.

This industry resource describes an emerging ecosystem. Examples do not imply CEA partnerships, programme offers or guaranteed employment. Source review: 22 October 2026.

01 / Industry evidence

Saudi Arabia is building the full games value chain

The National Gaming and Esports Strategy connects talent, infrastructure, studios, development, publishing, competition, investment, and entertainment as parts of one emerging production system.

02 / Industry evidence

A gaming audience creates a foundation for creation

At the launch of the National Gaming and Esports Strategy in 2022, Saudi Arabia reported more than 23.5 million gaming enthusiasts, approximately 67 percent of the population. These are historical strategy-baseline figures, not a current population estimate. Audience scale provides a cultural base for creators, testers, communities and production teams.

03 / Industry evidence

Saudi cultural expression is an explicit objective

The strategy includes games that express and promote Saudi culture. The deeper opportunity is to translate local stories, humour, places, relationships, traditions, and values into rules, characters, choices, spaces, and systems.

04 / Industry evidence

Formal finance supports sector development

The National Development Fund announced a financing programme intended to support production, talent, companies, clubs and wider gaming and esports development. This original announcement is historical context; its initial allocation is not presented as the current funding total.

05 / Industry evidence

Saudi Game Champions connects ideas to studios

Saudi Game Champions combines game jams, incubation, acceleration, mentorship and studio development. MCIT reported studio support, workshops and mentorship from its first programme cycle. This is evidence of a development pathway, not confirmation of open enrolment.

06 / Industry evidence

University teams move from concepts to showcases

GAME BY CODE describes university incubation in Jeddah, Al Hofuf and Madinah involving specialist guidance, game development, expert review and investor presentation. Programme descriptions do not establish current enrolment availability.

07 / Industry evidence

Game Changers created an education-to-studio pathway

The one-year Game Changers apprenticeship combined technical, creative, and business production through MCIT, DigiPen, and Advanced Initiative, with company formation as a stated objective.

08 / Industry evidence

NEOM Level Up supports studio development

NEOM reported that its 2026 Level Up cycle supported 18 Saudi-based studios before selecting five for extended funding and development. The accelerator connects funding, mentorship, business development, design guidance, production expertise and publisher access. These are operator-reported cycle figures.

09 / Industry evidence

Saudi studios connect with publishers

NEOM’s Publishing Partner Network connects studios with publishers including Kwalee, Sandsoft, Tamatem Games, and Black Smoke Studios, introducing milestones, market review, testing, launch planning, and commercial accountability.

10 / Industry evidence

Kammelna turns cultural play into a game system

Kammelna digitized Baloot as a persistent multiplayer experience involving competition, social interaction, tournaments, gifting, and community. Its cultural relevance comes from rules and behaviour rather than decorative imagery.

11 / Industry evidence

Arabian mythology becomes a playable world

Riyadh-based Starvania released Bahamut and the Waqwaq Tree, a 2D adventure inspired by Arabian and Middle Eastern mythology. Cultural research becomes environments, creatures, puzzles, progression, and story.

12 / Industry evidence

Saudi intellectual property crosses animation and games

Manga Productions and stc play developed Future’s Folktales: Hopper Quest from the Saudi–Japanese animation property Future’s Folktales, extending characters and story worlds into abilities, levels, localization, and distribution.

13 / Industry evidence

Fahy entered an international publishing relationship

NEOM identified Fahy as the first Saudi startup game developer to secure an international publishing agreement through Kwalee, introducing milestone review, market positioning, testing, and launch preparation.

14 / Industry evidence

A Saudi studio entered PlayStation’s MENA Hero Project

PlayStation selected Red Bandits, developed by Saudi-based Team Agenda, for the first MENA Hero Project cohort. The title is being developed for PlayStation 5 and PC.

15 / Industry evidence

Riyadh is developing studio-based production capability

Steer Studios is a Riyadh-headquartered developer created within Savvy Games Group. Its release of Grunt Rush demonstrates an operating studio moving through development, testing, launch, distribution, and team formation.

From evidence to capability

Strategy, finance, incubators, publisher relationships, operating studios and released games show that a production system is forming. They do not establish a mature industry or guarantee individual outcomes. Mechanics, systems design, player experience, prototyping, playtesting, documentation and scope management remain central to completing work.

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