At the start of term I found myself feeling very afraid of what my life might look like after graduation, not feeling sure of my own ability and the stability of the games industry. However over the semester, the alumni talks filled me with confidence for the future, and provided me with the tools I needed to succeed. This blog post explores what I learnt, and what I plan to build upon to create exciting opportunities for my future in the games industry.
Networking:
Networking is extremely important for building connections and creating opportunities for yourself, especially with the increased usage of AI which is impacting our ability to form real connections. Olivia Gregory mentioned how networking online and offline are both extremely valuable to becoming successful in our careers, and gaining insider knowledge from those with more experience.
Networking online:
The speakers recommended several ways to improve our networking outreach online. They all advised us to use LinkedIn as our main platform to share a professional perspective of our work, and connect with those in similar fields. Some speakers suggested also creating Instagram accounts to showcase our art in a less formal manner. Creating accounts for our work on varied platforms would require us to refine our brand and online presence. This advice inspired me to polish my LinkedIn account and share my first ever post.

I used my own artwork for the banner so people who view my profile can get a glimpse of what interests me. I also replaced my profile picture as it was originally taken in a bathroom, and I felt it didn’t look very professional. I think this new picture makes me look formal but approachable, and the library background implies that I take my work seriously.

Bea Grove advised us to share all of our work experience no matter how small, as it will demonstrate the transferrable skills we have picked up over time. When observing the speakers LinkedIn accounts I noticed they provided detailed descriptions of their responsibilities in each role, so I attempted to do the same for my current job as a Student Ambassador.

After fighting back against imposter syndrome, I made my first ever LinkedIn post sharing one of my game concepts for our project proposal module. I observed how other games designers on LinkedIn word their captions in order to sound professional, but also draw attention and invite discussion in the comments. For a first post, I was really pleased how well it did.

This chart depicts how many impressions I received after making my first post; in just two weeks I went from 0 impressions to 1,030, and reached 591 members. This has definitely taught me how valuable sharing my work with the world can be, as I have also formed many new connections in LinkedIn with people who have found my work and like my style.
Aside from working on my personal LinkedIn brand, I have also been connecting with people who’s work reflects my future career goals, as well as bigger games studios in order to stay up to date on work opportunities. Olivia also recommended reaching out to other artists to ask for advice, and while this is a very daunting idea right now, after meeting the alumni and realising how friendly everyone is, I feel much more confident about doing this in the future.
Networking offline:
The guest speakers also gave us plenty of advice on networking in person, which many favoured over online discourse. Olivia advised us to take part in lots of game jams and challenges, so we can meet new designers, improve and demonstrate our skills, and open up potential work opportunities. While I did participate in the global game jam at the start of the year, this advice has really inspired me to return for next years jam and seek out further opportunities in the future. This would also help solidify me as an active member of the community, and make me a recognisable face to other designers.
Olivia shared how she has volunteered at many events, which enable her to avoid ticket cost while still gaining insider knowledge. Her passion for attending game events has inspired me to seek out more events, as I have never attended one myself. I have subscribed to Colin Macdonald’s Game Opportunities newsletter so I can keep up to date on all the upcoming games events and plan my first ever trip. I plan to make business cards to bring along in case I meet anyone interested in learning more about my work.
Skill development:
Many of the speakers shared their experience with having skill gaps, and needing to dedicate their time to learning new techniques. Skills to improve ranged from technical to social and professional, such as learning how to draw digital environments and how to communicate with different disciplines.
A topic that came up on several occasions was having an understanding of what is required by other disciplines in order for them to work effectively. Learning 3D modelling helped Jamie Blacknell understand the requirements of making assets for unity, and how long he could expect to wait until he received them for implementation. Having this knowledge helps to improve collaboration, communication, and enables a team to produce the best product possible. I noticed in my personal summer project that my lack of programming and engine experience impacted team productivity and may have left some team members feeling confused or unmotivated. For this reason, I want to have more responsibilities in my current project that sit outside of my comfort zone. As a solo developer, I will be working on all aspects of the game alone, including programming. By gaining an understanding of these skills now, I will eliminate hurdles that could pop up in the future. I will be using Unity Learn to achieve this goal as they offer great courses with sections on different topics, making the content easy to understand.

Olivia advised us to take up extra courses and mentorship programs to help improve our skills, which is something I had never even considered before. The fact Olivia graduated and spent more time honing her skills instead of getting a job straight away made me feel less stressed about my career after graduation. She was able to gain advice and build connections with some very experienced people, which interested me the most as I could not only learn but potentially seek job opportunities through the connections I would make. I am planning to apply for a mentorship program but may save this for the summer, as my current workload is very intense. I think it would be useful for me to seek mentoring advice for my environment art as it’s a relatively new skill for me and I think my compositions could use some work.
After listening to Olivia’s tips on environment concept art creation, I have been trying to focus a lot more on documenting my process and creating various iterations of a concept instead of just running with one idea. I have also considered how a character would interact with the environment within my level design and art, with the character’s scale being very important to the puzzle solving aspects of my game. Here is a comparison of my work before and after implementing the speaker’s advice:

My art before: Sticking to one iteration instead of designing several concepts. Not considering context or user feedback in my designs enough.


My art now: Considering several different styles and concepts, making sure to ask for advice from my peers to implement in my designs. I could continue to improve this work by showing side by side comparisons of my work and inspirations.
Pathways:
The speakers informed us on lot of different options for career pathways post-graduation, with most involving working our way up to our dream role. Bea shared that many people who want to get into the industry start out in QA roles, and Jamie revealed that sometimes we may start out doing something we don’t necessarily enjoy, with responsibilities outside of our skillset, but it may be necessary to get our foot in the door so we can work our way up the career ladder. Some people may even use their transferrable skills to pursue roles outside of games design, such as working in advertising, graphic design, community arts, animation, book illustration, content creation, product design, architecture and more. I had been quite overwhelmed when considering my career after university, so this advice reassured me that there are lots of options for the future.
Olivia taught us to be aware of the role we want to fulfil and to look up the requirements to identify what is missing in our own work. The speakers provided some insight into the industry; that AAA isn’t the only way and that the period of layoffs won’t be permanent. One interesting point was that the mobile gaming industry is thriving. This inspired me to make my final project for a mobile platform in the hopes that more people would be able to see my work, potentially opening up opportunities in the future.
After considering my skills and interests, there are several jobs I would enjoy pursuing. I really like game design, organising projects, narrative design, and art direction (environment and more), but I also have experience with graphic design, film making, painting and sewing, which are all skills I would be happy to monetise. Olivia’s advice on picking up odd jobs to gain experience helped me feel more inspired to put my work out into the public eye by doing commissions for my artwork outside of university. It would help me learn how to build a business and potentially work my way up to some promising experiences.
Game designer role requirements:
If I wanted to apply for this role, these are the skills I would need to demonstrate.
- Technical ability, familiarisation with a range of programming languages and software technologies and packages
- Scripting and design capabilities using software such as Blueprint Visual Scripting in Unreal Engine
- Passion for gaming and an understanding of the different hardware platforms available for games
- Communication skills, both verbal and written
- Teamworking skills and the ability to collaborate with others to create the finished game
- Innovative approach to game design and the ability to come up with new ideas
- Willingness and aptitude to learn new technical skills
- Organisation and project management skills
- Confidence and influencing skills to present your ideas and pitch for funding
- Problem-solving skills
- Flexible approach to work in order to tailor your ideas and to meet deadlines
- Commitment and focus to complete every task to a high standard
- Mathematical and analytical understanding.
To make sure I cover all the requirements for a job as a game designer, I will need to work on my technical skills and demonstrate my ability to work with others despite going solo on my final project.
Job hunting:
Portfolios:
The speakers gave us plenty of advice for our portfolios. Their main tip was for us to only add work that demonstrates the best of our ability, removing any work that isn’t relevant to the type of job we are looking for. Bea told us to add our projects from university, making sure to highlight the parts we took ownership of. This will demonstrate our teamwork skills and personal strengths to future employers. Jamie advised us to not only include final work in a portfolio, but also our mood boarding and designs from start to finish. While I won’t be working in a team for my final project, I am planning to join the 2026 Global Game Jam where I can showcase my communication and teamwork skills. This opportunity will also create high quality work and experience to add to my portfolio.
CV’s:
The speakers gave us a few tips on CV’s; make them short, snappy and simple while keeping the employer engaged. Keeping it two pages maximum, using bullet points and only writing our highest level of education is the way to be noticed. Bea told us it’s useful to include other work experience to demonstrate our transferrable skills, and to include links to our portfolio or unreleased games.
Interviews:
There are two things to consider when preparing for an interview; the way you present yourself and what you bring to the table. Jamie made it apparent that skill alone will not get you the job. Appearance, engagement and preparation are all key factors to gaining the interviewer’s attention. Giving role specific praise and criticism when asked about a game will demonstrate your ability, and providing examples of project issues you overcame will showcase problem-solving skills. It’s important to do some background research on the company – this will help them know you work hard, came prepared, and are enthusiastic about the opportunity, even if it’s not your dream role. I have always struggled to think of questions to ask interviewers that haven’t already been answered, so thankfully Bea provided us with some good examples:
- What kind of culture does the company have?
- What kind of opportunities does the company provide?
Workplace etiquette:
Once you land a job in the industry, it’s important to maintain your position by demonstrating good etiquette. The value of effective communication was a huge focus of Jamie’s presentation, stating that without it we would struggle in our future roles. He also mentioned that without showing enthusiasm, listening to instructions, and taking initiative, we may be at risk of losing work. It was a good reminder that enjoying and putting your all into what you do always pays off.
Jamie shared the ways to effectively communicate with different types of colleagues, from team lead to project manager. He believes in the importance of bridging the gap of understanding between disciplines, so they can work together more effectively and prevent frustration.
Team Lead:
- Shares the same knowledge and terminology.
- Can provide specific feedback and advice on your work.
- No translation required.
- Communication tips:
- Use correct technical language.
- Be direct in communication.
- Try to understand the problem before asking for help.
Different discipline:
- Differing terminology and levels of understanding.
- Communication tips:
- Be specific about the desired outcome, rather than asking for
a specific task. - Think about how to communicate how long something will take.
- Think about how to communicate if more work is required first.
- Seek understanding – Ask colleagues to share their process.
- Branch out of your own skill and try theirs.
- Be specific about the desired outcome, rather than asking for
Management:
- They may lack technical knowledge.
- Communication tips:
- They don’t want every piece of information, they are more interested in timescales and the reasoning behind them.
Practicing communication at university between peers with different skillsets, and our tutors will help me to prepare for the enhanced communication challenges that will pop up in the workplace.
Conclusion:
The alumni talks have not only taught me how to prepare for job hunting and the games industry, but have also influenced my current work for the better. I’ve learnt to be confident in my own ability, and that it’s not embarrassing to need to brush up on your weaker skills. Their thoughtful and compassionate advice on my work has been instrumental in helping me think like a real games designer, and inspired me to reach out and create opportunities for myself, which never seemed possible before. Their love for games has rubbed off on my current project, and now I’m really looking forward to doing my very best with it, and putting into practice everything they’ve taught me. I no longer feel afraid of life after graduation, as now I have the skills I needed to combat any challenges I might face.
References:
Prospects.ac.uk. (2000). Game designer job profile | Prospects.ac.uk. [online] Available at: https://www.prospects.ac.uk/job-profiles/game-designer.
Reply