Jade Carter

This week, we had the opportunity to hear from Jade Carter, a Game Producer whose journey through QA and production offered an honest look into both the realities of the games industry and what it takes to build a successful career within it. Her talk helped me understand not only the recruitment process and the current job market, but also how I should be evaluating my own practices as I move toward professional work.

Jade graduated in 2018 and entered the industry through Quality Assurance at FuturLab. She explained that QA roles are often the most accessible entry point because the application process focuses heavily on transferable skills such as: clear communication, attention to detail, and the ability to document issues rather than producing an advanced creative portfolio. When she later moved to Studio Gobe in 2019, she once again entered through QA before transitioning internally into production. This highlighted something important for me about recruitment. Studios often value reliability, teamwork, and adaptability more than a perfect linear CV. Once you get your foot through the door, it can lead to unexpected opportunities if you demonstrate initiative.

Jade’s experience also provided insight into the current job market. She has worked on a wide range of projects including Hogwarts Legacy, UNO, Mini Mech Mayhem, and Lego Horizon. This showed me how broad the sector can be. She described the market as fast-moving and competitive, especially for junior design roles. However, she also emphasised that roles in production, QA, and support are essential entry points that many applicants overlook. Hearing this made me think more critically about where my own skills might fit and how I need to stay flexible when planning my future.

One of the most valuable parts of her talk was her explanation of what a Game Producer actually does. She described producers as the people who oversee the whole development cycle, keeping projects on time and within budget. They act as timekeepers, task planners, communicators, and the “source of truth” when information needs to be aligned across teams. Understanding these responsibilities helped me contextualise my own practice academically and recognise where good production skills could strengthen my design work.

Jade also shared what a typical day looks like for her: tracking daily tasks, planning project roadmaps, and keeping meetings focused. This helped me reflect on my own workflow and acknowledge where I need to improve. Her emphasis on organisation directly connects to my need to manage time effectively and set clearer deadlines, especially as projects scale.

The comparisons she drew between university and the games industry were equally eye-opening. She stressed the importance of communication, meeting deadlines, understanding teammates, and balancing individual responsibility with collaborative work. Reflecting on these points helped me analyse my current practice and see where I need to grow within group environments.

Finally, her talk encouraged me to adopt better research methods and improve my digital skills, using online resources, project management tools, and studio methodologies to support me development.

Overall, Jade Carter’s sessions provided a valuable roadmap for entering the industry and offered practical steps to help me prepare for working in the industry.


Notes