Breaking into game development can feel like a catch-22: studios want shipped experience, but how do you get experience without a job? The answer is to create your own proof. Studios care about what you've built, how you think, and whether you can ship.
Pick a Lane (Then Go Deep)
Game dev is huge: programming, design, art, animation, QA, production. You don't have to do everything. Choose one primary discipline and get good at it. A programmer who ships small games is more hireable than someone who dabbles in everything. Same for design or art.
Build a Portfolio That Shows, Not Tells
- Finished work beats half-finished projects. One complete game jam game or a polished prototype is better than five abandoned ideas.
- Document your role. "I built the combat system and tuned difficulty" is clearer than "Worked on a game."
- Include code, design docs, or art if relevant. GitHub, itch.io, and a simple portfolio site go a long way.
Where to Get "Experience" Before a Job
- Game jams (Global Game Jam, Ludum Dare) force you to ship in 48–72 hours. Great for portfolio and teamwork.
- Mods or fan projects show you can work in an existing codebase and with a community.
- Solo or small-team projects prove you can own a feature or a full loop.
Apply Where You Fit
- Indie studios often hire generalists and value hustle. Smaller teams, more ownership.
- Mobile and F2P studios care about metrics, retention, and live ops. Different skills than narrative or console.
- AAA usually wants specialization and sometimes a shipped title. Contract or QA can be a foot in the door.
Your first game job might be QA, junior programmer, or junior designer. It's a step, not the end. Keep building, keep shipping, and keep applying.