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KRAFTON and IIT Madras Partner to Train Next-Gen Mobile Game Developers

KRAFTON India has launched a six-month, fully funded developer training programme with IIT Madras for 30 students, according to Moneycontrol.

Gavin Chambers, Hardware & Performance Analyst · updated September 03, 2026

KRAFTON and IIT Madras Partner to Train Next-Gen Mobile Game Developers

The KIGI Academy targets mobile game development specifically, bundles Unity training, and includes an eight-week Bengaluru residency for selected participants, with potential full-time roles waiting at the end of the run.

What the programme actually delivers

Six months, fully funded, 30 seats. The mobile-first scope is the load-bearing detail. KRAFTON's commercial footprint in India still runs through BGMI, a title built from the ground up around mid-range Android hardware and a 60fps target ceiling. Training the next cohort of local developers against that spec sheet — rather than against PC or console benchmarks — is a deliberate bet on where the audience, the revenue, and the competitive meta actually live.

The Unity training component is not incidental. Unity remains the default engine for a large slice of India's published mobile titles, including the bulk of mid-budget releases that feed the regional esports ladder. Students leaving the programme with production-level Unity skills are immediately deployable into the kind of studios that already supply the competitive ecosystem.

Selected participants move into an eight-week on-site stint in Bengaluru, where KRAFTON India's development operations sit. That block is short enough to read as an extended working audition. Graduates are being lined up for full-time roles, not for vague mentorship or open-ended networking. The structure implies KRAFTON expects to hire a meaningful slice of the cohort in-house, which makes the "academy" branding look a lot like a structured recruiting funnel with an IIT stamp on the front.

Why this matters for Indian mobile esports

India's mobile esports pipeline has always been import-heavy. The games ship out of Seoul. The silicon ships out of Shenzhen. The engineers who actually build India-specific infrastructure inside the publishing houses remain a thin layer, and most of the senior staff in that layer were either trained abroad or poached laterally from rival studios at premium salaries.

A 30-seat cohort is a small number on paper, but it is one of the few structured attempts by a major publisher to grow that layer domestically instead of relying on the existing lateral hiring market. For the competitive side specifically, the read-through is iteration speed and tooling quality. Local developers who understand Indian network conditions, mid-range device thermals, and the 60fps mobile ceiling can compress patch cycles, tune netcode for the regions where scrims and LAN qualifiers actually run, and ship region-specific balance changes faster than a Seoul-based team can ship them.

The downstream effect on teams and players is more concrete than the press language suggests. Faster local iteration means fewer patches that break the competitive meta on low-end devices. Better-tuned netcode means fewer desync issues during scrim blocks. More homegrown staff means more product decisions shaped by people who have actually played the game on the same 6GB RAM Android handset the Indian user base runs.

What to track

  • Graduate placement: how many of the 30 land full-time roles inside KRAFTON versus external studios, and how that ratio shifts across cohorts.
  • Whether the eight-week Bengaluru block becomes a recurring annual intake rather than a one-off.
  • If later cohorts fold in competitive-specific tooling — anti-cheat integration, client-server netcode profiling, frame-pacing diagnostics — rather than staying purely on the content design track.