Guide

Getting into the game industry

What I wish someone had handed me when I started. All of it is stuff I did myself.

About a 15 minute read · free, no signup, no newsletter

Before anything else

Being in the game industry is difficult. People get taken advantage of. Communication breaks down. Leadership hands you a direction that makes no sense, or changes everything overnight and you rebuild months of work. There are a lot of hurt people in this industry, and some of the work is harrowing.

So do this if it's absolutely the thing you want. For some people there's a point where it stops being a preference and turns into "I have to do this, there is nothing else."

Wherever I've been in a position to make this a safer place for someone, I've done it, and I always will. That part I can control, and I've never stopped trying. The industry as a whole I can't promise you. I feel like I have to say that in good conscience before you spend years chasing it.

If that makes you reconsider, that isn't a failure. It might be the smart call.

Get a stable job while you chase this. You need to be okay with or without the games thing, because desperation leaks into everything. It's in your emails and in how you talk at meetups, and people pick up on it fast. You do better work and better networking from a place where you're already fine.

Back to top ↑

Do you need to go to school for it?

School can help. I'm not going to talk you out of it, and plenty of good people came up that way.

The funny part is that when you come out, it comes down to your portfolio. And the portfolio they're looking at is the one you built in school. So school was the reason you made the work, but the work is what gets you hired. That means there are ways around school if you can find another reason to make the work and another group of people to make it with.

One warning if you do go

Some educators hand out wrong information, and you carry it into interviews sounding uneducated. Example: "narrative level designer" is not a real title. There's a narrative designer and there's a level designer. When you smash the two together you're telling everyone you don't know how the disciplines work. Learn the real names of the real jobs — they're mapped out further down.

Back to top ↑

The two things that matter most

Out of everything I've done, these two moved my career further than the rest combined.

01

The GDC Conference Associate program

Apply to be a Conference Associate at GDC. You work the conference instead of paying for it, and you land inside a real community of people doing the same thing.

It's a safe, supportive place, and I'd love to meet you there. Fair warning about the wider conference floor: some people are rude or short with you. Usually that's burnout, or years of being bombarded by students at every event. Don't take it personally. I've caught cold shoulders as a working professional. Look for the people trying to help and stay close to them.

Apply to be a CA ↗
02

DevPods.gg

Better than any game jam, and I've done plenty of jams in person.

DevPods runs long-term projects with larger teams. A jam teaches you to build something in a weekend. DevPods teaches you to collaborate, hold a schedule, handle real team dynamics, and stay with a project past the fun part. Those are the skills studios hire for.

My own credits there go back five or six years. Scroll their pages far enough and you'll find them.

DevPods ↗ Their games ↗
Back to top ↑

Volunteer at conferences instead of attending them

Volunteer at every event you can. In person if you can travel, online if you can't. Two reasons. You skip the ticket price, which matters when you have no money. More importantly, you walk in as a contributor instead of a taker, and that reputation follows you around for years.

I volunteered at IndieCade in LA and got stuck at a booth for six hours with someone running a program. We got to talking. I joined the program. Within six months I'd led three projects and contributed to eight more, and my portfolio was unrecognizable. A lot of these events also run free resume and portfolio reviews.

Local meetups are worth your time. GameDaily Connect, IGDA meetups, indie meetups on Meetup.com. I picked up mentors at these. One casual "play games and hang out" meetup in LA turned into a mentor relationship over LinkedIn. I'll save you one trip: the game dev drink-up in Irvine was three hours each way for me. Did it once. Don't recommend.

On paying for the main GDC conference

If you're brand new, have nothing to show yet, and you're feeling insecure about all of it, I would not spend the money. It's extremely expensive and it climbs every year. Start with smaller local events, and volunteer instead of attending whenever there's an option.

Back to top ↑

Which community to join

Coming out of school you feel lost. Joining ten Discords does nothing, so pick based on what you're actually trying to do.

You're starting out and don't know where to begin
ASGC — Always Supporting the Games Community, run by Amir Satvat. Free, and a great place to land first. Job resources, career coaching, networking, mentoring, and access to recruiters. Apply and get in.
You want to get better at design generally
Funsmith Club, from Game Design Skills.
You want to be around working designers
The Design Den. Combat, level and mission designers, a lot of them professionals, hanging out and talking shop. Sit in it long enough and you learn how designers communicate with each other.
You're going into level design
Steve Lee's community, plus the written resources that go deep.
You're all-around, or leaning toward programming
Brackeys. Broad game-dev help and a good place to be when you're early and everything is confusing.
You're going into real-time VFX
Real Time VFX is where that discipline lives, and they have a getting-started thread pinned for exactly this situation.

Whichever you join, don't lurk. Post your work and answer somebody else's question.

Back to top ↑

Immerse yourself, all of it free

Watch these and take notes

Riot's "So You Wanna Make Games??"

Ten episodes, free, one per discipline, made by the people doing the job. It covers intro to game art, concept art, character art, environment art, technical art, character animation, VFX, sound design, UI design, and game design.

Read, then go past reading

Design blogs are a fine start, but the real thinking lives in conference talks and podcasts, especially the GDC talks. GDC Vault.

Then build something

Reading isn't practice. Make small things and finish them, because a finished small thing beats a big unfinished one.

Back to top ↑

Networking and mentorship

People want to help. You have to make it easy for them, and you can never force it.

How to reach out on LinkedIn

Message people at the studio you want, on the game you love, or in the role you're aiming at. Come with a specific, intelligent question. Something like "I loved how you handled X in this game, because [an actual reason]." You're a fan with a real thought.

Do not open with "hey, will you mentor me?" I've tried it. It almost always bombs.

What the response rate actually looks like

20cold messages sent
~3people write back
1 in 5of those has room to mentor

That's normal. Sometimes I'd show up to an event and it was a complete failure, nothing came of it. You keep going, because eventually you find the people who step up. They exist. I found several.

Rotate your mentors and keep them for years

I ended up with a few at once, each with a format they liked. One was happy on the phone. One preferred email. One only wanted LinkedIn. One wanted to meet in person. So a different one every week, and none of them felt overloaded. You maintain those relationships over years and build on them as you move.

Then listen

Make changes based on what they tell you. I've had mentees who asked for guidance, got it, and ignored it, and it went nowhere for them. If you're going to ignore the answer, don't spend the person's time on the question.

IGDA runs a mentoring program too. Worth signing up.

Back to top ↑

The disciplines

The clearest way to understand the design roles is by the scale of the player's experience you own. Zoom all the way in and you're a combat designer. Zoom out and you're a game designer.

Zoomed all the way inZoomed all the way out
Combat designermoment to momentseconds
Mission designerminute per minutethe objective
Level designerspaces that feel goodthe place
Game designerthe systemsthe whole machine
Narrative designerstories, characters, barks — runs through all of it
Technical designerbridge to programming, tools and scripting — supports all of it
RoleWhat you ownScale
Combat designerThe fight. Enemies, weapons, encounters, how it feels to swing.Moment to moment
Mission designerThe objective and the structured content around it.Minute per minute
Level designerThe spaces, and whether moving through them feels good.The place
Game designerThe systems and mechanics. The whole machine and how it generates play.The whole game
Narrative designerWriting, stories, characters, and all the barks. Threads through everything above.Across all of it
Technical designerThe bridge between design and programming. Scripting, tools, the systems designers use.Across all of it

Who each role works with

Every one of these hands work to other disciplines and takes work back from them. Open one to see who.

Combat designer
Works withOn what
AnimationAttack timing and hit reactions
Audio and VFXImpact feedback
EngineeringWeapon and AI systems
Mission designEnemy spawns and difficulty
Game designDamage numbers and balance
Mission designer
Works withOn what
Level designThe space the mission runs in
Combat designEnemy spawns and encounter difficulty
Environment artBlockout through to final art
EngineeringScripted events and objective logic
ProductionSchedule, priorities, and scope cuts
Level designer
Works withOn what
Environment and level artBlockout handoff, then art passes
Mission designWhat happens inside the space
Combat designEncounter spaces and sightlines
EngineeringTriggers, collision, nav mesh, AI paths
AudioAmbience and how the space sounds
Game designer
Works withOn what
Every design roleThe rules they all build on
EngineeringSystems implementation
ProductionScope and roadmap
UX and UIHow the systems get read by players
Data and analyticsBalance
Narrative designer
Works withOn what
Audio and VODialogue and recording
CinematicsStory moments
Mission designStory beats inside missions
Level designEnvironmental storytelling
Game designWhere story meets systems
Technical designer
Works withOn what
EngineeringTools and systems
Every design roleThe tools they use daily
Tech artShared pipelines
Level and mission designScripting support
ProductionWhat's buildable

The rest of the disciplines

Art and tech art

  • Technical artist. The bridge between art and engineering. Shaders, pipelines, and the tools that keep art running in engine.
  • VFX. Real-time effects. Real Time VFX and the Riot episode above are where to start.
  • Lighting. Smaller discipline, and one good Discord plus a solid reference sheet gets you far.
  • Cinematics. In-engine and pre-rendered story moments.

Audio

Three related disciplines that overlap constantly:

  • Narrative and voice-over. Dialogue and VO.
  • Composition and music. The score.
  • Sound effects and sound design. Everything else you hear.

Production and publishing

  • Producer. More below.
  • Publishing, live-ops, and product. The side that gets the game to players and keeps it healthy after launch.

Pick where you fit and go deep

Don't claim five disciplines at once. It reads as unfocused.

Back to top ↑

What a producer does

The producer is in most every meeting that needs to happen. They take the notes, run the meeting, and drive it forward. Not literally every meeting on the calendar, but the majority of them.

That means the producer usually holds a view of the entire game at once, understands how the pieces fit together, and can see a collision coming between two teams that don't know they're on the same road.

The job is to take that view and make everyone else's job easier. When production is good, the designers and engineers spend their time on the game instead of on figuring out what's going on.

Scheduling, roadmapping, tracking, risk, communication, and unblocking people.

One clarification on the word "developer"

A developer is not just a programmer. In this industry, a developer is everyone who touches the game. Designers, artists, animators, audio, QA, production, the backend engineers, the people running version control, and to a degree even marketing when they're in the game doing capture and campaign work.

Back to top ↑

How a studio is set up

Departments usually break into design, engineering, art, tech art, animation, VFX, lighting, cinematics, narrative, audio, QA, and production. Each has leads, with a director layer above. Production sits across all of them.

How the work runs day to day

Agile and Scrum
The framework most teams use to plan and ship in cycles, called sprints, with regular check-ins.
Roadmapping
The plan of what ships when, and in what order.
SOPs, standard operating procedures
The written "this is how we do X here," so the team isn't reinventing process every time somebody new shows up.
Tracking
JIRA or something like it, where the work lives and status is visible.

Knowing these words and what they mean makes you easier to work with.

Back to top ↑

Portfolio and resume

  • Show your process, not just the finished thing. Sketches, docs, iterations, what you tried and why you abandoned it.
  • For each project, put your role, the team size, the tools, and the impact up front where someone skimming will see it.
  • Curate. A few strong pieces beat a long pile. Cut the weak ones, even the ones you're attached to.
  • Get free reviews at events and inside ASGC, then take the notes seriously instead of defending the work.
Back to top ↑

The mindset

Work on it a little every day. A couple of hours. That daily grind is the difference between the people who make it and the people who talk about making it.

Chase it from a stable place. Push the desperation aside. Be a giver rather than a taker. Keep your mentor relationships alive over years instead of burning them for one favor. Listen more than you pitch.

Back to top ↑

The resource list

Start here

Communities

Level design

Learn the disciplines

YouTube

Industry and career

Back to top ↑

That's all of it.

If any of this helped, or you want to ask about something it didn't cover, my inbox is open. I'd rather answer a real question than have you guess at it for six months like I did.

Get in touch
Top