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.

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