Game developers having a discussion about how to achieve success milestones in thier career

How to set your career goals for Game Developers

Published On: February 2, 2026

Most Designers Never Reach Their Potential. Here’s Why

The roadmap that’s holding you back—and the one that actually works

The Dream Everyone Has

Close your eyes and picture it.

You’re walking into the studio. The one with the logo you’ve stared at since childhood. Maybe it’s Riot. Maybe it’s Naughty Dog. Maybe it’s Blizzard, Supercell, or that indie darling whose games changed how you see the medium.

You’ve got a badge with your name on it. You’re sitting in meetings where decisions get made. You’re building the games you used to only play.

This is the dream. And there’s nothing wrong with dreaming it.

But here’s where things go wrong:

Most aspiring designers have a roadmap that looks like this:

Graduate High School → Finish college → Get hired at a top studio

That’s it. That’s the whole plan.

They dream big. They plan small. And then they wonder why years pass without progress.

The Gap Between Ambition and Action

We’ve worked with thousands of aspiring game designers through our Game Careerz assessments. And we’ve noticed a painful pattern:

The candidates who struggle most are often the ones with the biggest dreams.

Not because dreaming big is bad, but because they mistake the dream for the plan.

They want to work at Riot, yet struggle to finish a small prototype. They imagine designing systems for millions of players but haven’t documented a single mechanic. They spend years consuming content about game design while producing almost nothing.

The ambition is there. The execution isn’t.

Without a clear roadmap, you’re not building a career. You’re just hoping for luck.

And luck is not a strategy.

A Story About How It Actually Works

Let me share a story about my friend’s son who’s now an creative director at Epic.

His journey to Epic didn’t start with a job application.

It didn’t start with a degree, a referral, or a perfectly polished portfolio.

It started with a UI mod for Fortnite that he built out of passion.

Nobody asked him to make it. There was no class assignment, no deadline, no external pressure. He just loved the game and saw something he wanted to improve. So he learned the tools. I built the thing. I sent it to a mentor listed in a Discord Community.

That mod led to visibility. Visibility led to conversations. Conversations led to opportunities. And eventually, those opportunities led to a career at one of the studios he dreamed about.

Was he talented? Maybe somewhat. Was he lucky? Certainly, in places.

But here’s what actually made the difference: He was building things while others were still planning to build things.

That’s not a brag. It’s a pattern we’ve seen repeat across every successful designer we know. There’s thinking of doing and then there’s digging in and getting something done.

It doesn’t have to be perfect. You just have to get going.

Why “Dream Big, Plan Small” Fails

Let’s diagnose the problem more precisely.

When your only roadmap is “finish school → get dream job,” several things happen:

1) You defer all action to some future state

“I’ll build my portfolio after I graduate.”
“I’ll start networking once I have something to show.”
“I’ll make prototypes when I have more time.”

The future state never arrives in the way you imagine. Life gets complicated. Circumstances change. And “someday” becomes “never.”

2) You optimize for the wrong metrics

GPA. Course completion. Certifications. These feel like progress because institutions tell you they matter.

But studios don’t care about your transcript. They care about what you’ve shipped.

3) You have no way to measure real progress

Without milestones, every day feels the same. You can’t tell if you’re moving forward or running in place.

Motivation dies without visible progress.

4) You become dependent on external validation

You wait for permission. For someone to hire you. For an opportunity to appear.

You become passive in your own career, and passive people don’t break into competitive industries.


The Roadmap That Actually Works

Enough diagnosis. Let’s talk solutions.

What follows is a framework for setting goals that actually move you forward. It’s structured in three phases: short-termmid-term, and long-term.

Each phase builds on the previous one. Skip ahead, and you’ll build on sand.

Phase 1: Short-Term — Build Your Foundation

Timeline: Now through 6-12 months

This is where most people stay forever—planning, learning, consuming. Break the cycle by focusing on production over consumption.

Pick a simple game engine and start experimenting

Stop researching which engine is “best.” There is no best. There’s only the one you’ll actually use.

Recommended starting points:

Engine Best For Learning Curve
GameMaker 2D games, quick prototypes Gentle
Godot Lightweight, open-source Gentle
Unity Versatile, huge community Moderate
Unreal AAA-quality visuals Steeper

Pick one. Install it today. Open a tutorial tomorrow. Build something ugly by the weekend.

The goal isn’t mastery. The goal is familiarity. You can’t design games if you don’t understand how they’re built.

Reverse-engineer your favorite mechanics

This is the secret weapon most aspiring designers ignore.

Take a mechanic you love: Mario’s jump, Hades’ dash, Slay the Spire’s card selection, and recreate it. Not the whole game. Just the mechanic.

What this teaches you:

  • How simple-seeming mechanics contain hidden complexity
  • How timing, feedback, and feel are designed (not accidental)
  • How to translate design intent into functional systems
  • Where your technical gaps are

Document your process. Write about what you discovered. This becomes portfolio material, and it’s more impressive than you’d think.

Participate in game jams

Game jams are the single most valuable activity for aspiring designers. Full stop.

Why jams matter:

  • Forced completion. You can’t endlessly iterate when the deadline is 48 hours. You have to ship.
  • Scope discipline. You learn to cut features. To prioritize. To focus on what’s essential.
  • Collaboration experience. Team jams teach you to work with programmers, artists, and audio designers under pressure.
  • Instant portfolio material. Every jam produces something showable.

Where to find jams:

  • Global Game Jam – Annual worldwide event
  • Local meetup groups often host smaller jams
  • Ludum Dare – Longstanding online jam community
  • Itch.io Jams – Dozens of themed jams running constantly
  • Nordic Game Jam – It is a 48-hour spring Game Jam During which you can Make a game on your own, or with a team.
  • Ectocomp – yearly Hallowe’en competition originally for ADRIFT games written in three hours or less.

Aim for: At least 2-3 jams in your first year. More if you can manage it.

The Foundational Truth

Finishing games is more valuable than theorizing.

A completed 48-hour jam game teaches you more than months of reading articles. A broken prototype you actually built reveals more than a perfect design document you never tested.

This phase is about building the habit of completion. Small things. Ugly things. Imperfect things. But finished things.

Because the skill of finishing is rarer than the skill of starting—and studios know it.

Phase 2: Mid-Term — Prove You Can Do the Work

Timeline: 6-24 months

You’ve built your foundation. You’ve completed some small projects. Now it’s time to level up your proof.

Build a strong portfolio

Your portfolio is your argument. It’s your case for why someone should take a chance on you.

What belongs in a strong portfolio:

✅ 2-4 standout projects — Quality over quantity. Every piece should represent your best work.

✅ Clear role identification — State what you did. “Game Designer” or “Level Designer” or “Systems Designer.” Don’t make visitors guess.

✅ Process documentation — Show how you think, not just what you made. Include design goals, iteration history, and lessons learned.

✅ Playable or viewable work — Downloadable builds, video walkthroughs, or embedded demos. Make it easy to experience your work.

✅ Context for team projects — If you worked with others, be explicit about your specific contributions.

What doesn’t belong:

❌ Every project you’ve ever touched
❌ Unfinished work with “coming soon” labels
❌ Design documents without corresponding prototypes
❌ School assignments you didn’t meaningfully extend

Get feedback from real players and iterate

Here’s something that separates good designers from great ones:

Great designers build feedback loops into everything they do.

Your first version will have problems. That’s expected. What matters is whether you identify those problems and fix them.

How to get meaningful feedback:

  • Playtest with strangers. Friends are too nice. Find people who don’t know you and watch them play. Note where they get stuck, confused, or bored.
  • Post in design communities. Share work-in-progress in Discord servers. Ask specific questions: “Does this mechanic feel responsive?” not “What do you think?”
  • Iterate visibly. Document changes between versions. Show that you respond to feedback intelligently.

Studios want evidence that you can take criticism, process it, and improve. Your iteration history proves this.

Network with other designers, developers, and artists

We’ve said it before: relationships matter in hiring.

But “networking” isn’t about transactional relationship-building. It’s about genuine engagement with a community you want to be part of.

What effective networking looks like:

Do This Not This
Share your work and ask for feedback Cold-message people asking for jobs
Give thoughtful feedback to others Lurk silently for months
Engage in design discussions Post only when you need something
Celebrate others’ wins Make every conversation about yourself
Build relationships over time Expect instant results

Communities to engage with:

Read More: Discord Communities The principle: Build relationships before you need them. When opportunities arise, people will think of you, because they already know your work and character.

Phase 3: Long-Term — Land the Job and Grow

Timeline: 1-3+ years

You’ve built the foundation. You’ve proven you can do the work. Now it’s time to convert that proof into opportunity.

If your portfolio projects are strong, you can start in game design

This is the good news: strong portfolios open doors.

But let’s be realistic about what “starting” looks like.

Common entry paths:

  • Junior/Associate Designer roles — Rare, competitive, but achievable with strong portfolios
  • QA with design aspirations — Many designers started in quality assurance, demonstrated design thinking, and transitioned internally
  • Level design positions — Often more available than pure “game designer” roles
  • Small studios and indie teams — Less prestige, more opportunity to wear many hats
  • Contract or freelance work — Builds experience and portfolio simultaneously

The key insight: Your first role probably won’t be your dream role. And that’s okay. Getting your foot in the door matters more than where the door leads initially.

Apply for roles that give you the chance to get your foot in the door

Strategic application beats spray-and-pray.

How to apply effectively:

  1. Target appropriately. Early career? Focus on studios that hire juniors. Research which companies have entry-level programs.
  2. Customize meaningfully. Reference specific games the studio makes. Explain why you want this job, not just a job.
  3. Lead with your portfolio. Make the portfolio link impossible to miss. It’s your strongest asset.
  4. Follow up professionally. One polite follow-up after a week is fine. More than that becomes annoying.
  5. Handle rejection gracefully. You’ll get many. Don’t burn bridges. The person who rejected you today might hire you in two years.

Track your progress. Adjust as needed.

A roadmap isn’t static. It evolves as you learn more about the industry and yourself.

Set regular check-ins:

  • Monthly: Review what you’ve completed. Assess what’s working and what isn’t.
  • Quarterly: Evaluate portfolio strength. Identify skill gaps. Adjust focus areas.
  • Annually: Reassess long-term goals. Are they still the right targets? What’s changed?

Keep a simple log:

Date Milestone Notes
Jan 2026 Completed first game jam Scoped too big, but finished
Mar 2026 Posted portfolio v1 Got feedback, need better documentation
Jun 2026 Rebuilt jam game with iteration Much stronger piece now

This sounds simple because it is. The power is in the consistency of reflection.


Keep shipping games

This is the meta-advice that underlies everything else.

Ship. Then ship again. Then ship again.

Not because every project will be great—most won’t be. But because shipping is a skill, and skills develop through repetition.

The designer who ships ten small games will outgrow the designer who spends years on one perfect game. Every completion teaches something. Every launch builds confidence. Every project adds to the portfolio.

Because talent won’t get you there. Consistency will.


The Roadmap Summary

For easy reference, here’s the entire framework:

Phase 1: Short-Term (0-12 months)

Goal: Build your foundation through production

  •  Pick one game engine and start experimenting
  •  Reverse-engineer 3+ mechanics you love
  •  Complete 2-3 game jams
  •  Finish small projects—ugly is fine, incomplete is not
Phase 2: Mid-Term (6-24 months)

Goal: Prove you can do professional-quality work

  •  Build a portfolio with 2-4 strong, documented projects
  •  Get feedback from real players and iterate visibly
  •  Engage consistently in 1-2 design communities
  •  Build genuine relationships with peers and professionals
 Phase 3: Long-Term (1-3+ years)

Goal: Convert proof into opportunity, then grow

  •  Apply strategically for entry-level opportunities
  •  Accept roles that get your foot in the door
  •  Track progress and adjust the roadmap as needed
  •  Keep shipping—never stop making things

The Difference Makers

Let me leave you with the traits that separate designers who break in from designers who don’t:

  • They start before they’re ready.
    Waiting for perfect conditions is waiting forever. Start now, with what you have.
  • They finish what they start.
    Starting is common. Finishing is rare. Be rare.
  • They seek feedback aggressively.
    Not validation—feedback. The uncomfortable kind that reveals what needs fixing.
  • They build relationships authentically.
    Not transactionally. Not desperately. Genuinely, over time, before they need anything.
  • They persist through rejection.
    Not blindly—they learn and adjust. But they don’t quit at the first (or tenth) closed door.
  • They ship consistently.
    Not occasionally. Not when inspiration strikes. Consistently, as a practice, as a discipline.

The Bottom Line

Your dream studio isn’t going to discover you. Luck isn’t going to carry you there. A degree alone won’t open the door.

You have to build your way in.

Project by project. Skill by skill. Connection by connection.

It’s not glamorous. It’s not fast. But it works.

Stop dreaming big and planning small. Start dreaming big and building big—one small, finished project at a time.

Because the designers who reach their potential aren’t the most talented ones.

They’re the ones who kept showing up. Kept shipping. Kept going.

That can be you. But only if you start.


Ready to understand where you stand and what roles might fit your skills? Take the Game Careerz Assessment to get personalized insights into your path forward.


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