GameTech’s Third Edition Marks a Milestone in the Development of Lithuania’s Video Game Ecosystem

Since its launch, GameTech, an initiative led by the Lithuanian government together with Startup Lithuania and powered by GameBCN, has acted as a catalyst for emerging and growing game studios, combining acceleration, international expertise, and ecosystem building. Across its three editions, the program has demonstrated both scale and depth in its impact. Over the course of the program’s history, more than 250 teams applied, reflecting the strong demand for specialized support in the gaming sector. From these, 32 teams were selected to participate, representing a diverse range of studios at different stages of development, from early concepts to companies preparing for global scale-up.

GameTech has delivered over 1,000 hours of mentoring and training, provided by an international network of industry experts covering game production, business development, publishing, monetization, and investment readiness. This intensive support has been complemented by 24 public events, including masterclasses, open days, demo days, and play-testing sessions, designed not only to accelerate teams but also to strengthen the broader Lithuanian gaming community and its visibility.

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Originally published on 19 Jan

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GameTech’s Third Edition Marks a Milestone in the Development of Lithuania’s Video Game Ecosystem

With the conclusion of its third edition, GameTech has firmly established itself as a cornerstone of Lithuania’s video game ecosystem, marking a significant milestone in the country’s strategy to position games as a high-impact creative and technological industry.

Since its launch, GameTech, an initiative led by the Lithuanian government together with Startup Lithuania and powered by GameBCN, has acted as a catalyst for emerging and growing game studios, combining acceleration, international expertise, and ecosystem building. Across its three editions, the program has demonstrated both scale and depth in its impact. Over the course of the program’s history, more than 250 teams applied, reflecting the strong demand for specialized support in the gaming sector. From these, 32 teams were selected to participate, representing a diverse range of studios at different stages of development, from early concepts to companies preparing for global scale-up.

GameTech has delivered over 1,000 hours of mentoring and training, provided by an international network of industry experts covering game production, business development, publishing, monetization, and investment readiness. This intensive support has been complemented by 24 public events, including masterclasses, open days, demo days, and play-testing sessions, designed not only to accelerate teams but also to strengthen the broader Lithuanian gaming community and its visibility.

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Originally published on 19 Dec

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Startup Lithuania’s GameTech Accelerator Returns with 10 New Studios

Lithuania’s fast-growing gaming ecosystem is getting another level-up: the second edition of the GameTech Accelerator has officially kicked off with 10 new studios ready to take their game ideas global.

“Lithuania’s game scene is buzzing with creativity and potential. The country’s first dedicated GameTech accelerator proves that with the right mentorship and international exposure, our local teams can become competitive on a global stage,” said Karolina Urbonaitė, Head of Startup Lithuania at Innovation Agency Lithuania. “We’re proud to be part of this initiative that’s not only accelerating game studios but also reshaping our startup ecosystem.”

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Originally published on 15 Apr

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Interest to get funding for EdTech and GameTech startups exceeds expectations

The funding call from Innovation Agency Lithuania, aimed at supporting the development of innovative products and prototypes in the EdTech and GameTech sectors, closed on February 6 with an overwhelming response. A total of 184 applications were submitted—125 from EdTech startups and 59 from GameTech. However, only the top 8 projects in each category will receive funding.

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Originally published on 18 Feb

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