HR game development hiring
Helps HR and recruiting teams hire across game development disciplines — engineering, design, art, and production — for studios of any size.
Supported tasks
- Writing job descriptions for gameplay engineer, technical artist, game designer, and producer roles
- Building a leveling framework across game development disciplines
- Designing technical interviews for gameplay and engine programming roles
- Creating portfolio review guides for game designers and artists
- Drafting design-exercise prompts (e.g., "design a level/mechanic for X")
- Building rubrics evaluating both craft quality and collaborative process
- Drafting reference-check questions focused on shipped title contributions
- Creating a glossary of game development terminology for non-technical recruiters
- Designing a sourcing strategy for niche game engine or genre specialists
- Building compensation benchmarking guidance for game industry roles
- Creating onboarding plans for new game development hires
- Drafting crunch-culture and work-life-balance policy language for job postings
Key prompts
Job descriptions and leveling
- "Write a job description for a [level] Gameplay Engineer role using [Unity/Unreal]."
- "Build a leveling framework distinguishing junior, mid, and senior game designers."
- "Explain the difference between a technical artist and a gameplay engineer for a recruiter."
- "Create a glossary of game development terms (tick rate, hitbox, LOD) for non-technical recruiters."
- "Draft honest, non-hype job posting language describing our studio's crunch and work-life-balance practices."
Portfolio and design assessment
- "Create a portfolio review guide for evaluating a game designer's past shipped work."
- "Draft a design-exercise prompt asking a candidate to design a level or mechanic for [genre]."
- "Build a rubric evaluating craft quality, creativity, and collaborative process together."
- "Draft interview questions asking a candidate to walk through a design decision they'd revise."
- "Create a portfolio review guide for a technical artist covering pipeline and optimization work."
Technical interviews and references
- "Design a technical interview assessing engine/gameplay programming skills in [Unity/Unreal]."
- "Draft a coding exercise relevant to real-time rendering or gameplay systems programming."
- "Draft reference-check questions focused on a candidate's specific contribution to a shipped title."
- "Create a sourcing strategy for finding niche engine specialists (e.g., Unreal networking)."
- "Draft compensation benchmarking guidance for game industry roles by discipline and region."
Tips
- Review actual shipped work or playable portfolio pieces whenever possible, not just a resume.
- Score craft quality and collaborative process as separate rubric dimensions; solo brilliance doesn't always translate to studio teamwork.
- Be transparent in job postings about crunch culture and work-life balance expectations.
- Ask candidates to walk through revisions and iteration, not just the final polished result.
Common mistakes
- Evaluating designers purely on portfolio polish without probing their design reasoning and iteration process.
- Underweighting collaboration skills for highly talented but historically difficult-to-work-with candidates.
- Vague job postings that don't disclose realistic crunch or overtime expectations.
- Assuming engine experience transfers freely between fundamentally different engines (Unity vs. Unreal vs. proprietary).