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UAL Games Design & Development - Project 2UAL Games Design & Development - Project 2

Project 2 - Task 1 - Breaking Into Game Design Careers

In this episode, Rhys and Alys discuss careers in game design, exploring critical roles like designer, programmer, artist, and QA tester. They analyze industry expectations, essential skills, and career planning strategies, blending personal anecdotes with insights from platforms like LinkedIn and Gamasutra. Learn how to build a strong portfolio, conduct a SWOT analysis, and set goals to navigate your game design career path.

Published OnMarch 28, 2025
Chapter 1

Exploring Job Roles in Game Design

Alys

Okay, so let's start with the really big question—what kinds of jobs actually exist in game design? And honestly, there are so many that I I think it's easy to feel a bit, like, overwhelmed?

Rhys

Yeah, absolutely. I mean, even if you look at just the game development side, you’ve got designers, programmers, artists, animators, sound designers, producers, QA testers—it’s, it’s a pretty broad mix.

Alys

Right, and I bet each one has its own, you know, like... little niche of skills and roles to fill, yeah?

Rhys

Exactly. Take game designers as the classic example—they focus on creating the overall gameplay experience. It’s about mechanics, how players interact with the game world, all those little details that make, you know, a game memorable.

Alys

Which sounds like so much fun, but also like... isn't it really intense coming up with ideas that actually work and keep people hooked?

Rhys

Oh, without a doubt. And then you've got the programmers who take those ideas and turn them into something functional, whether it’s writing code for physics engines, AI behavior, or just making sure the menus don’t, uh, crash the whole thing.

Alys

Oof, yeah, high stakes there, for sure!

Rhys

Definitely. And don’t forget the artists—concept artists, environment designers, 3D modelers—all of them are responsible for, basically, giving life to everything you see in the game. It’s wild the amount of collaboration that goes on.

Alys

Yeah, and then there’s QA testers, right? Like, the unsung heroes just playing the game over and over, finding bugs. Honestly, sounds kind of dreamy until you’re, what, testing the same jump for the hundredth time?

Rhys

Oh, absolutely, it can be super monotonous. But that role is so crucial because the testers are basically the last line of defense before anything goes public. And, uh, funny enough, that’s not far off from where I started.

Rhys

Back when I was a junior designer, the first thing I had to understand was the value of knowing each role in the pipeline—not just focusing on design. I realized then, you need to, you know, have some understanding of everyone’s contribution.

Alys

Right, so it’s not enough to say, like, "I wanna design games," but... understanding the process end-to-end helps you, uh, like, shape your path better?

Rhys

Exactly, and even just browsing job postings online can teach you so much about what employers are looking for...

Chapter 2

Analyzing Skills and Qualifications

Alys

Right, so if understanding the entire pipeline is that important, what about the specific skills? Like, what do you actually need to break into one of these jobs? Is it all about knowing the latest tech or...?

Rhys

Well, not entirely, but technical skills are definitely front and center for most roles. For instance, if you're looking at programming jobs, then languages like C++, Python, and, uh, JavaScript tend to be must-haves. Unity and Unreal Engine are huge too—basically industry staples.

Alys

Oh, totally. It’s like, if you’re not fluent in those, it’s "game over," huh?

Rhys

Pretty much, yeah. But beyond programming, other roles have their own essentials. Like, for artists, mastering software like Photoshop, Blender, or Maya is key, alongside having some solid drawing or 3D modeling chops. And for animators, motion capture often comes into play.

Alys

Right, and sound designers too—I mean, without good sound, you just don’t feel... fully immersed, you know?

Rhys

Exactly. Tools like FMOD and Wwise are common for them, plus they often need a great ear for mixing audio and creating effects. It’s this invisible magic that really pulls everything together in a game.

Alys

I love that! Like, whenever I think back to my fave games, there’s this, uh, whole vibe—they’re polished, but what sells the fantasy are those, uh... the tiny details. The soundtrack, that crisp background design. It’s like alchemy, really.

Rhys

Yeah, totally. And, fun fact for you—average salaries reflect just how valuable these skills are. Programmers often start out earning around $50k to $70k, and experienced developers can easily double that. Artists and designers tend to start a little lower, but elite-level folks, like lead designers or senior concept artists, can do very well.

Alys

Wow, so you’re saying, if I invest the hours polishing my skills, there’s a solid payoff, huh?

Rhys

Exactly. And beyond salaries, the career progression is really diverse. Take QA testers, for example—entry-level testers might start with more modest salaries, but it can be a great stepping stone to producer or designer roles if you’re, you know, paying attention and learning along the way.

Alys

Yeah, and you’ve gotta wonder—it sounds like success is all about building up the right mix of practical skills with, ehm, some strategy behind it?

Rhys

That’s it. Figuring out the tools and qualifications for your dream role is just step one, though. Planning out your path is a whole other piece of the puzzle...

Chapter 3

Developing a Successful Career Plan

Alys

Right, so we’ve covered the tools and skills you need to get started. But now I’m curious—what’s the smartest way to map out an actual career in game design? Like, how do you take all of that and really make it happen?

Rhys

Well, one big thing is starting with a clear plan. It’s less about jumping in randomly and more about pinpointing where you’re starting from and where you want to go. That’s why I always recommend a SWOT analysis—a way to evaluate your strengths, weaknesses, opportunities, and threats.

Alys

Oh, yeah! Those quadrants, right? Like, figuring out what you’re great at and what you, uh, kinda need to work on?

Rhys

Exactly. For example, if you’re aiming to become a game designer, maybe your creative problem-solving is a strength, but you need to improve your technical skills or learn a tool like Unity.

Alys

Right, and then opportunities could be stuff like... game jams or internships, yeah? And threats are, what, like everyone else trying to get the same job?

Rhys

Pretty much. The cool thing about SWOT is that it gives you a framework to focus on areas you can actually control. Like, turning those weaknesses into strengths by taking courses or working on side projects.

Alys

Okay, so you've got this analysis—then what? Like, how do you connect the dots between today and your dream job?

Rhys

That’s where goal-setting comes in. Break things into smaller, actionable steps. Back when I was, uh, aiming to be a game designer, my first goal wasn’t to land the job straightaway—it was to build a functional prototype. Once I’d done that, I focused on building a portfolio piece around it.

Alys

Oh, I love that. So it’s less "here’s the dream" and more... "what’s the next step I can actually take," right?

Rhys

Exactly. And tools like Milanote are brilliant for organizing all of it—your research, to-do lists, even brainstorming designs for your portfolio. It’s all about staying organized and consistent.

Alys

And then there’s stuff like CVs and interview prep, yeah? Like, the portfolio gets you in the door, but those clinch the deal?

Rhys

Yeah, totally. Think of your CV like a highlight reel—tailor it for the role you’re applying to, focus on relevant skills, and don’t be afraid to showcase side projects. And for interviews, practice explaining your process—how you tackle problems, how you work in a team. Employers love hearing about that kind of stuff.

Alys

Right. It’s about showing not just "Hey, I can do this," but, like, "Here’s how I think and solve problems."

Rhys

Exactly. And when you set clear goals—for example, "Get two portfolio pieces done by June" or "Learn Unreal Engine basics by September"—it gives you direction and keeps you motivated.

Alys

Honestly, I I feel like that’s something everyone can use, even outside of game design, you know? Like, setting those mini milestones, it just makes the big picture feel way less scary.

Rhys

Absolutely. And the best part? Your plan doesn’t have to be perfect—it’s always evolving as you learn and grow. The key is to keep moving forward.

Alys

Yeah, keep leveling up, right? That’s all for today, folks—thanks for listening, and remember, no matter where you are in your journey, you’ve got this!

Rhys

Well said. And hey, Alys—this was fun. Catch you next time!

About the podcast

Dive into game design careers! Research roles, contracts, & build your professional toolkit. Craft CVs, ace mock interviews, & map your path to industry success. Learn vital skills & get ready to work 9 to 5 in the exciting world of game dev!

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