Track Resources — Game Development

Game design · Game programming


Market context

Read the 2026 Industry Skills Report first. The short version for this track: the market is difficult, studios expect even junior candidates to show strong portfolios and evidence of shipped or completed project work, and the candidate paradox is real — you need experience to get hired and a job to get experience.

The way out of that paradox is the same as it has always been: ship something small and finish it. A completed, polished 10-minute game beats an unfinished ambitious one, every time, for every hiring manager.

Engine reality: Unreal ~42% adoption, Unity ~30%, Godot ~11% among newer indie teams. Larger studios skew Unreal (47–59% at AA/AAA). PC leads forward planning at 73% of executives; Steam Deck is fourth in active development at 28%.


Game programming

What the job asks for

Hiring guidance draws a hard line between two profiles:

Blueprint-capable developers handle gameplay logic, AI behavior trees, UI, rapid prototyping, and content pipeline scripting — but cannot do engine customization or multiplayer netcode.

C++ developers need real depth: the UObject hierarchy, UCLASS and UPROPERTY macros, the garbage collector, the tick system, and the replication framework.

The screening question that separates them: can you expose a C++ class to Blueprints so a designer can set properties without touching code? If you can answer that with a working example, you are in a different pile.

Technical evidence that gets you interviews

Learning resources

Portfolio standard


Game design

What the job asks for

Design roles are the hardest entry point in the industry because the skill is difficult to demonstrate and everyone thinks they have it. The candidates who break through show systems that work, not documents that describe systems.

Core

Software: Unreal or Unity, a 3D package for blockout, spreadsheets (genuinely), Miro or similar, version control.

Learning resources

Portfolio standard

Design portfolios are case studies, not documents.

For each piece:

  1. The design problem and constraints
  2. Your process — sketches, blockouts, iterations, what you tried and discarded
  3. The playable result — build or video
  4. Playtest data — what you observed, what changed as a result. This is the single strongest signal a design portfolio can carry, and it is rare.
  5. What you'd change

Include: one complete level or encounter with the full process shown · one systems design with real tuning data · a game jam entry that shipped · analytical breakdowns of existing games (shows you can articulate why something works)

Exclude: unimplemented design documents for imaginary AAA games. Every design hiring manager has seen a thousand of these and they signal nothing.


Project ideas that map to hiring

Project 1 — Deconstruction
Recreate faithfully, or in your own style. See the Project 1 page for this track's curated source list:

Project 2 — Technique Tutorial
Candidate techniques to encounter in Project 1 and then teach. Pick one you genuinely did not have going in:

Project 3 — Original Work
Built to fill the gap you named in your Week 3 portfolio review, or to demonstrate a requirement from a real posting your portfolio does not yet show:


Communities


Where jobs get posted

Studio career pages directly · Work With Indies (workwithindies.com) · RemoteGameJobs · Hitmarker · GameJobs.co · ArtStation Jobs · LinkedIn · Amiqus and Skillsearch (recruiters) · Handshake · Collin College career services

DFW note: the North Texas game industry is real and growing — Gearbox, Certain Affinity (Austin), Playful, and a substantial cluster of smaller studios and XR/simulation companies. Simulation and training work for defense and healthcare absorbs a lot of Unreal and Unity talent in this region and is worth including in your target list.