Skip to content

OT Reuilly

News

How to Start in the Video Game Industry: Which Training for Which Beginnings?

Creating a character, programming a combat mechanic, composing the soundtrack of a fantasy universe: the video game professions encompass very...

Étudiante en game design travaillant sur une tablette graphique dans un espace de co-working dédié aux formations jeux vidéo

Creating a character, programming a combat mechanic, composing the soundtrack of a fantasy universe: the video game professions encompass very different realities. Before choosing a training program, it is essential to understand what each position entails on a daily basis, and especially what the market really expects from beginners in 2026.

Game engines and portfolio: what studios check before graduation

Do you think a master’s degree is enough to land a job? Recruiters in studios look elsewhere first. Mastery of a game engine like Unity, Unreal Engine, or Godot carries more weight than a line of degree on a resume.

A gameplay developer applying without a playable project to show starts at a serious disadvantage. Studios, even small ones, want to see something concrete: a functional prototype, a demo published on itch.io, a contribution to a game jam. This portfolio proves that the candidate can turn an idea into a product, manage bugs, and iterate based on user feedback.

Why this requirement? Because the job market has tightened significantly since 2022. Job offers have decreased, and studios prefer profiles that are immediately operational. A graduate without a personal project finds themselves competing with candidates who have already delivered something playable.

In practical terms, starting to create a small game during training (even a 2D puzzle, even a basic runner) is the best investment of time. Choosing a game design school to create your first game as early as the first year helps establish this habit early in the journey.

Student in video game development taking notes in a lecture at a specialized school

Video game training: private school, public university, or self-taught

The training options are vast, but not as diverse as they seem. Three main paths emerge, each with its strengths and blind spots.

Private specialized schools

They offer three to five-year programs focused on game production. The curricula often include team projects, simulating studio conditions. The downside: the number of graduates far exceeds the hiring capacity of studios. A recent survey reports that the majority of students interviewed fear they will never find a job in the industry. Tuition fees, often high, add significant financial pressure.

Public university programs

The public offering is more concentrated than it appears. Cnam-Enjmin is still presented as the only public school training for all video game professions. Specialized professional licenses exist, but they remain rare. The advantage: lower fees and a state-recognized diploma. The limitation: fewer practical projects integrated into the curriculum, which forces the student to build their portfolio in parallel.

Self-taught and short courses

Developers working in studios have learned on their own, using online tutorials and official engine documentation. This path requires rigorous discipline and the ability to seek feedback (forums, Discord communities, game jams). It is better suited for technical profiles (programming, integration) than for artistic positions, where guidance on fundamentals (anatomy, color, animation) is hard to replace.

To choose, a simple criterion works well:

  • If the program requires at least two complete game projects before the end of the curriculum, the training emphasizes real production.
  • If the instructors are professionals currently working in identifiable studios, the teachings align with market practices.
  • If the skills taught are transferable (back-end programming, database management, coordination of IT projects), the graduate retains options outside of video games.

Video game professions beyond development

When people say “working in video games,” most imagine a programmer or a game designer. The reality of production is broader.

The producer coordinates the teams, manages the schedule, and arbitrates priorities when a prototype isn’t working. This position does not require coding knowledge but a fine understanding of the creation pipeline and the ability to communicate between very different profiles (artists, developers, sound designers).

The audio director, for example, oversees the entire sound universe: music, sound effects, voices. It is a profession in its own right, with its tools (Wwise, FMOD) and integration constraints within the game engine.

QA (quality assurance) positions often represent the most accessible entry point. Testing a game methodically, writing clear bug reports, reproducing crash conditions: these skills can be acquired quickly and allow one to understand how a studio operates from the inside.

Two video game developers in an independent studio collaborating on a game prototype, illustrating the opportunities after specialized training

Transferable skills: preparing a plan B from the start

Here is an aspect that few training programs highlight: the skills acquired for video games are applicable in other sectors. A developer trained in Unity also masters C#, a language highly sought after in software development. A 3D artist can work in architecture, advertising, or industrial virtual reality.

Given the volatility of the video game market, this versatility is not a luxury. It transforms a risky bet into a structured path. When choosing a training program, ensuring that the curriculum teaches skills applicable beyond gaming (project management, full-stack development, interaction design) protects against a market that can contract sharply.

  • Programming: C#, C++, Python open doors to web, mobile, or embedded development.
  • Production management: agile methods and sprint tracking apply to any digital project.
  • Visual creation: 3D modeling and motion design serve architecture, medical simulation, and animated cinema.

The video game sector remains an environment where passion alone is not enough to compensate for a tight market. A profile that combines a playable project, solid training, and transferable skills equips one to start in the industry without relying on a single outlet.

How to Start in the Video Game Industry: Which Training for Which Beginnings?