So, you want a job in the video game industry? Join the queue!
I’m joking, probably. I’ve been making games since 2006 – long enough to see the cracks of the industry. It’s a tough industry at times, but oh so rewarding. Let’s talk about the real ways that I’ve seen people enter the games industry.
There Is No “Right Path” to Jobs in the Gaming Industry
There’s no single way to land jobs in the video game industry. You don’t need a degree (I dropped out of school!), you don’t need a referral (I never had one!), and you don’t need a fancy course (those didn’t even exist when I got started!)
What you do need is to make something real.
The idea that there’s a golden path is wishful thinking at best (and gatekeeping at worst). Honestly, most people I know got in through the window or by kicking the door down. Here’s a few real entry points people I know have used to break into video gaming jobs:
- Modding. Tweaking existing games until they’re barely even recognisable. Learn the systems by breaking them.
- Game Jams. Weird themes with short deadlines giving you real experience.
- Freelance. Small gigs that show people you can deliver.
- QA. Quality assurance teaches you early what not to do.
- Personal Project. Yes, your portfolio project might actually get you hired.
Studios don’t care about how you got there, they care if you can do the work. Show that you can and you’re already ahead of half the competition.
Pick a Role. Dive into it.
You say you want a job in the video game industry. What kind? This is a critical question. Pick a role and then dive into it – that proves to stakeholders that you’re serious.
Want to be a designer? A jam game or a system breakdown could be great options.
Want to be an artist? Make art and post it. It could be fan art, pixel sprites or UI mockups.
Want to be a producer? Run a project. Grab some friends and herd them through a jam – bonus points if you all make it out in one piece.
Don’t just chase the job titles, chase the output. Remember: studios aren’t hiring for some theoretical potential – they’re looking for proof. A half broken prototype will take you further than you think.
Real Project + Real Feedback = Momentum
Like I said, no one’s hiring you for your potential, they want you because you’ve done something. So, how do you start building momentum?
Make something -> Show it to someone -> Do it again
Once you stop planning and actually make something, the feedback you will get is integral to get you moving. Feedback hurts. But that’s good. Make something, get it torn apart, then make it better.
Common Traps (AKA Why You’re Still Not in the Industry)

Ask yourself this honestly: are you actually making any progress? This industry is well known for the amount of well laid traps designed to hold you back. Trust me, I’ve fallen for far more than I’d like to admit. Here’s some of the big ones:
- Infinite Planning. You’ve got a 40-page GDD, a lore bible, and color-coded spreadsheets for a game that doesn’t exist. No one’s hiring a planner. If they did, all of us Dungeon Masters would be first in line.
- Perfectionism. Would you rather publish an ugly game or no game at all? So many people wait until they perfect their game and end up abandoning their project before it even becomes real.
You don’t need to be perfect, funded (necessarily), or fully prepared. But you need to be moving. The hard truth is if you keep getting stuck in the planning phase, maybe you don’t want to be a dev – you just want to feel like one.
It’s Hard. It’s Meant to Be.
The games industry is tough. Getting a job in this industry is not only about skill, but stamina. You’re going to get ignored. You’re going to see entry level jobs in the video game industry looking for ‘5+ years of experience, and you’re going to wonder if it’s worth it. But take comfort in knowing that it doesn’t mean you’re doing anything wrong. It means you’re doing it like everybody else that has broken in.
Entry level video gaming jobs are often underpaid and overworked. Studios will ignore or reject you without feedback, and if you ship something you’re proud of, there’s a good chance no one will see. It’s ugly and unfair, but unfortunately, it’s normal for the industry.
The good news is, you’re not alone. All the successful game devs you admire went through this. Ask them. Everyone has horror stories – but they were able to keep moving.
Eventually you’ll notice that you’re beginning to build skills and momentum with every game you ship and critique you take. It’s not about being lucky, it’s about being relentless.

Where To Actually Start.
So, you want to work in games. You’ve read the advice. Maybe nodded along. Maybe winced a bit. Good. Now here’s the part where you can actually do something about it.
No matter what role you’re aiming for, here’s how to start building actual proof:
Designers:
- Join a game jam this month. Yes, this month.
- Rebuild a mechanic from a game you love – and then remix it.
- Build a system in Notion or Obsidian. Doesn’t have to be pretty, just has to work.
Artists:
- Post a 7-day sketch series on social media. Set a timer, draw, post, repeat.
- Redo a UI from a game and show before/after shots.
- Mockup a scene in Unity or Godot and share it raw.
Writers:
- Write 10 barks for 3 tones: angry, scared, sarcastic. Post them.
- Start an interactive fiction story in Twine or Ink and share the link.
- Script out one scene and add branching choices, even if no one reads it yet.
Producers:
- Run a 2-week jam with a few friends. Set deadlines. Hit them. Document the chaos.
- Make a Notion board that shows how you’d track a small game team.
- Take any small project and be the glue that holds it together.
If you want to go even further, start lurking where the other devs are:
- Game Dev League and Level Up on Discord
- Itch.io – not just for posting games, but for feedback and community
- ModDB – if you’re hacking on something that already exists
- Substacks & devlogs – focus on ones that show thinking, not just polish
- GitHub – for tools, systems, and anything collaborative
Go to these places and actually contribute, ask questions, and show rough drafts. People will start to notice, and hopefully, remember you.
One Ugly Build at a Time
Breaking into the games industry isn’t about waiting for permission. It’s not about chasing a perfect resume or begging for your “big break.” It’s about showing up, making things, messing them up, and doing it again.
There are no guaranteed jobs in the gaming industry. But there are patterns. And they all start with doing the work.