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  • A Day in the Life
  • By Brad Bulkley, Tom Carroll, and Heather Kelley

    You make video games for a living. You stroll into work at 9, code a level before lunch, chat with some games journalists out on the company veranda in the afternoon, beat your buddy at a game of pinball, then email your significant other to say you'll be home by 4:30. It's the easy life—right? Find out from three working professionals what day-to-day life is really all about in these developer diaries.

  • Student Postmortem: Chase the Chicken
  • By Märt Lume and Chris Martin

    Making a game with your classmates can be trying, but ultimately is a valuable experience. Märt Lume and Chris Martin share the trials and tribulations of the game they made at the Art Institute of Vancouver, Chase the Chicken, with plenty of tips for anyone seeking a similar venture.

  • A Design for Success
  • By Jason Weesner

    With a low turnover rate, few open opportunities, and ferocious competition, a career in game design is hard to come by. What ultimately seals the deal, though, is your ability to land an interview and appropriately prepare for it. Having interviewed dozens of potential designers over the years, Jason Weesner shares his insight on what separates real potential candidates from the unsuccessful lot.

  • IGF Finalists Tell All
  • By Jill Duffy

    Students who build their own video game before graduating are immediately—and impressively—two or three steps ahead of their competitors in the job market. And it doesn't necessarily take a fully supportive academic environment to do so. Four fledgling developers share their experiences, from the cheap tools they used to the pros and cons of helpful professors.

  • The Big Man on Campus: Effective Networking in the Game Industry
  • By Darius Kazemi

    In this business, your word-of-mouth reputation is gospel. The game industry is still an extremely small community of people who know one another personally, so getting exposure early can make (or break) your career. Your name and face come second to what people have to say about you, unless you take initiative and start networking now!

  • Game Plan: You Are What You Play
  • Are You in Demand?: A guide to top jobs and their salaries.
  • Who to Know, What to Do: Add this checklist of events and organizations to your little black book.
  • School, Glorious School: Confused about educational options? From art schools to four-year universities, we break down the basic differences.
  • Game School Directory: Our detailed list of university-level game programs.
  • Top 3 Things...: Whether design, art, or programming is your future gig, find out from a panel of working experts the top three things you should know before making waves in the industry.