Game developer
A game developer programmes the features of a video game and works with design, art and testing teams to ensure they function as intended.
Written by Romain PichouPublished on
Game developer: hiring for this role?
First candidates presented within three weeks.
Definition and scope
A game developer programmes the features that make a video game playable. They turn design ideas into behaviours, interactions and software systems, then check that they work. Their work may include game rules, interfaces, menus or the technical integration of visual and audio assets. The details depend on the project, the target platform and how work is divided within the team.
The role covers programming and maintaining the game, from building a new feature to fixing a fault. The developer tests their code, investigates the cause of a malfunction and improves how the game runs when technical constraints demand it. Playtesting may lead them to change an interaction or revise an implementation. This work involves regular discussion with the people who design the game, create its content and test it.
The title does not describe a single technical specialism. Depending on the need, the role may focus mainly on gameplay, engine systems or tools used to produce the game. The features to be assigned should therefore be specified before choosing languages, an engine and the expected level of autonomy. Managing programmers and making technology decisions for the team belong to a lead role when required; they cannot be inferred from the title “game developer” alone.
Game developer, game designer and tools programmer: who does what?
- The game designer designs the principles, rules and mechanics of the game. They set out the intended experience for the player.
- The game developer turns these requirements into code, integrates them into the game and fixes problems with how they work. They discuss matters with design when a technical solution requires a rule to be clarified.
- The tools programmer develops software that helps create game content. This specialism may be separate from gameplay programming.
In a small team, one person may cover several of these tasks. The job description should then specify what they will produce themselves and which decisions they will share with other disciplines.
Why this hire matters
Hiring a game developer addresses a specific programming need: making the planned rules, interactions and content work in the game. The right scope depends on what remains to be built and what is already in place. A team creating game mechanics will not necessarily seek the same experience as a team maintaining technical systems or building production tools.
A vague scope makes assessment difficult. If a job advert combines gameplay, engine work, interfaces and tools without distinguishing priorities, candidates may show interesting work that has little bearing on the responsibilities involved. Identify the priority features, target platform and disciplines with which the person will collaborate. This also clarifies how responsibilities are divided between programming and design.
How well the game works is another consideration. Testing, debugging and optimisation are integral to programming. A feature that appears ready may still fail during a playtest or behave differently across platforms. The person hired should be able to explain how they detect a problem, investigate its cause and verify a fix. For the recruiter, that process matters as much as a visible result on screen.
Hypothetical example: a team is planning new interactions and already has a game designer and artists. It might seek a developer who can implement the rules and integrate the assets, with a technical lead to approve architecture decisions. If it also expects that person to decide on technology and manage other programmers, it is describing lead responsibilities and should say so explicitly.
Finally, collaboration affects the quality of the result. A design intention must become a technically feasible solution, then be adjusted in response to testing. The recruitment brief should therefore clarify who sets out the requirements, who decides when a constraint arises and who tracks faults through to resolution.
Salaries 2023
| Level and experience | Annual gross base |
|---|---|
| Junior0 to 2 years | 33–38 k€ |
| Intermediate2 to 5 years | 34–48 k€ |
| Experienced to senior5 years and over | 39–56 k€ |
Paris market ranges, 2023.
Paris/Île-de-France benchmarks from data collected in 2023 for gameplay programmers. The band for 5 years and over combines two observed levels; other regions cannot be represented by a uniform discount.
Key missions
- Programme game behaviours, actions and rules according to design requirements.
- Develop interactions between the player and the game environment.
- Create or adapt interfaces and menus within the scope of the role.
- Technically integrate visual and audio assets produced for the game.
- Test features and investigate the causes of identified faults.
- Fix bugs and maintain the systems assigned to the role.
- Optimise how the game runs on its target platforms.
- Adjust code in response to playtesting and discussions with other disciplines.
Skills
Technical skills
- Game programming: turn a rule or interaction into executable behaviour.
- Problem solving: isolate a fault, fix its cause and check the result.
- Testing and optimisation: check how the game works and improve elements affected by the project’s constraints.
- Technical integration: make the interfaces and visual or audio assets assigned to the role work in the game.
- Engines and libraries: use components suited to the project without assuming any one product is universal.
- Technical documentation: explain an implementation and the decisions needed to maintain it.
Expected qualities
- Listening to design: restate a gameplay intention before proposing how to implement it.
- Communication across disciplines: explain a technical constraint to design, visual art or testing teams.
- Thoroughness: describe how a fault is reproduced, fixed and then verified.
- Critical judgement: justify a code revision when playtesting reveals a problem.
- Collaboration: show how feedback from other disciplines shaped a feature.
Common stack
Background and training
A computing background or specialist video game training can prepare someone for the role. The industry occupational framework mentions, among other routes, a French vocational bachelor's degree followed by a master's degree, engineering schools and video game schools. France Travail also lists the French BTS, DUT, BUT and vocational bachelor's degree in computing as possible foundations. These routes indicate skills and knowledge to look for; they do not establish a single qualification required for every role.
To assess an application, start with the work to be assigned. A game project may show how someone programmed a mechanic, integrated an interface or made visual and audio assets work. Ask which part they actually developed, what constraints they faced and how they checked the result. For a team project, distinguish their contribution from those of game design, art and other programmers.
Useful skills include programming, problem solving, use of a relevant engine or libraries, and writing technical explanations. Proficiency with a particular tool should be judged against the role's environment. Someone who has worked with another engine can show how they approach a new codebase; the recruiter can then decide which knowledge must be usable from day one.
Relevant experience is better understood through responsibilities already held than through years of experience alone. Has the person built a feature, fixed faults through to resolution or supported changes arising from playtesting? If the role involves managing programmers or making technology decisions for the team, seek evidence of those specific responsibilities. They fall within a lead remit and should not be assumed of every developer.
Hiring this profile
When to hire
Hiring becomes useful when the features to be programmed exceed the current team's capacity or require technical skills the project lacks. First describe the game elements to deliver: interactions, behaviours, interfaces, asset integration or systems to maintain. Specify the target platforms and the people with whom the developer will work. The need is clearer when the responsibilities already held by game design, visual art and testing are known.
At the start of a project, the priority may be to turn game rules into features and refine them through playtesting. A team with a technical lead can assign the new developer a defined set of features while retaining approval of technology decisions. If no one can guide those decisions, the team should describe the autonomy expected and consider whether it needs a lead programmer instead. The title alone does not settle this.
When the game already has systems and assets, the role may focus more on integration, fixing faults, maintenance or optimisation. Distinguish ongoing work from a one-off technical problem. This helps determine whether to make a lasting hire or seek expertise for a specific issue, without assuming one person can cover every specialism.
Finally, define the selection criteria before assessing candidates: which feature must work, what kind of problem will they need to solve, and who will approve their work? If the main need is to create game rules or visual content, another discipline may be the primary role. If the team is specifically looking for a developer who is difficult to find, targeted recruitment of Tech professionals may be an option; this support does not change the role's responsibilities or technical criteria.
Career path
After developing and maintaining game features, a game developer may deepen a specialism, such as gameplay, engine or production tools programming. The choice depends on the technical problems they want to tackle and the type of project. A specialism may require dedicated learning.
Another possible path is to become a lead programmer. This role adds management of programmers and responsibility for technology decisions for the team. It does not follow automatically from programming experience: it requires the ability to explain decisions, coordinate technical work and take on a broader remit. A developer may also choose to remain a technical specialist without managing a team. These paths involve different responsibilities, to be defined according to the organisation and project rather than a fixed length of service.
How to assess this profile
The following steps are assessment advice to adapt to the role's features, tools and level of autonomy.
1. Define criteria before interviews
List the tasks the person will actually perform: programming interactions, integrating assets, fixing faults or working on technical systems. Separate skills needed on arrival from those that can be learned with the team. Specify the platforms and development environment relevant to the project without turning a commonly used tool into a universal requirement.
Also clarify who will make technology decisions. If the role requires managing programmers, assess that responsibility as a separate criterion. Link each criterion in the assessment grid to a specific deliverable and exclude technologies unrelated to the features to be produced. During interviews, observe whether the candidate can explain how their technical choices supported the features they built.
2. Examine past work
Ask the candidate to choose a feature for which they can explain their personal contribution. What did the game designer request? Which part did the candidate programme? What assets did they integrate, and which constraints changed the implementation? Look for a clear sequence from requirement to code, test and adjustment.
Then examine a problem they encountered: how did they reproduce, isolate and fix it? A strong answer distinguishes observed facts, tested hypotheses and verification after the fix. Pay attention to collaborative projects: an impressive result alone does not prove that the candidate wrote or maintained the code shown.
3. Set a task close to the role
Choose a limited exercise that reflects an everyday decision. Hypothetical example: an interaction specified by design works in the first level but fails in another gameplay situation. Ask the candidate how they would investigate the cause, what tests they would run and how they would explain their fix.
Observe their method more than their knowledge of a particular engine, unless that tool is essential from day one. A positive sign is the ability to explain assumptions and verify the result. A warning sign is a proposed fix without diagnosis or a check that it works after the change.
4. Assess collaboration and autonomy
Present feedback from design, art or testing that calls for a feature to be revised. Ask what the candidate would clarify with each discipline and how they would communicate a technical constraint. Look for an accessible explanation accompanied by a concrete proposal or a question that helps the team decide.
Ask about a past technical decision: what freedom did the candidate have, and who approved the solution? This helps compare the autonomy they exercised with that required by the role. A warning sign is claiming sole credit for decisions that belonged to the team without explaining how responsibilities were shared.
5. Check references and divide assessment responsibilities
With the candidate's consent, ask someone who has worked with them to describe their role in a feature, how they dealt with faults and how they worked with other disciplines. Ask questions related to the role rather than seeking a general appraisal.
If the company lacks the expertise to assess code or technical diagnosis, involve someone technically competent on the project or an independent technical assessor. Give them the criteria established in step one and ask for reasoned observations. Keep the hiring decision tied to the stated responsibilities; do not let one test replace an examination of the candidate's actual work.
Frequently asked questions
How should a job description distinguish a game developer from a game designer?
Specify who decides the game rules and which features the developer must programme. If the same person handles both design and programming, describe the expected deliverables for each responsibility. You can then ask candidates to distinguish what they designed from what they coded.
Should this project hire a specialist or a versatile developer?
Start with the priority tasks. A need centred on interactions and game rules calls for different experience from a need for production tools or engine systems. If one person will cover several areas, state which are essential from day one and what technical support is available. This avoids asking for every specialism under one job title.
How much autonomy should a first hire in this role have?
First define who approves technology decisions and who can help solve a complex problem. If the developer must make those decisions alone and manage other programmers, the need is closer to a lead programmer role. If there is a technical lead, the role may focus on clearly assigned features and shared decisions. The job title alone implies no universal level of autonomy.
How can employers compare candidates who have worked on different kinds of games?
Compare responsibilities and methods relevant to the vacancy: a programmed mechanic, completed integration, diagnosed fault and verified fix. Ask each candidate to explain their personal contribution, the project constraints and what they had to learn. The difference between game types then becomes a question of transferable skills and knowledge to acquire, rather than a judgement based solely on how similar the projects are.
Sources and method
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About the author

Co-CEO
Romain Pichou a cofondé GetPro en 2015 avec Émile Pennes. Diplômé de l'ESCP Business School, il a débuté sa carrière dans des entreprises technologiques en forte croissance (Winamax, Betclic, Lucca où il dirigeait les ventes de la suite SaaS RH, puis ContentSquare).
Chez GetPro, il est l'associé référent des recrutements Tech, IA et Produit : CTO, VP Engineering, Head of Data, direction produit. Il intervient sur les mandats de direction technique, du cadrage du besoin à l'évaluation des candidats.