How to Get Into Game Development in Ireland
A QA tester at a Dublin studio spends a Tuesday afternoon walking the same three metres of a corridor in a first-person shooter, triggering a wall-clipping bug, writing a clear reproduction case, and moving on to the next ticket. It is methodical, unglamorous work, and it is one of the most reliable entry points into the industry. Game development is full of roles like that — real, necessary, not what most people picture when they imagine working in games.
The Roles Most People Do Not Know About
Programming gets most of the attention, but studios hire across a wide spread of disciplines. A mid-sized studio working on a live game will have people in game design, level design, narrative, UI and UX, 2D and 3D art, technical art, animation, audio design and composition, quality assurance, production and project management, and live operations — the team that keeps a released game running, updated and monetised. Some of these roles exist in Irish studios directly. Others are filled remotely for international publishers. If you are only thinking about code, you are looking at a fraction of the available doors.
The Irish studio scene is smaller than London or Amsterdam but it is real. Companies including Romero Games in Galway, Digit Game Studios in Dublin, and the Irish offices of larger publishers and platform holders offer employment here. Plenty of Irish developers also work fully remote for UK, North American or Nordic studios, which opens the map considerably. Remote hiring in games has stayed common since it expanded during the pandemic years, particularly for experienced hires in art, audio and production.
What Actually Gets You Hired
Studios hiring at junior level look at your portfolio before they look at your CV, and they look at your CV before they look at your qualification. That order matters. A finished small game — something playable, complete, shipped to itch.io or a similar platform — tells a hiring manager more than an ambitious project you never completed. Finishing something requires you to cut scope, solve problems you did not anticipate, and make decisions under pressure. Those are the skills the job actually needs. The half-built open-world RPG with placeholder assets and no end state tells them the opposite story.
This is the hard part to hear: a strong portfolio built outside formal education will outperform a weak portfolio built inside it. That does not mean education has no value — structured programmes give you feedback, deadlines, collaborators and sometimes industry contacts — but it does mean the qualification alone will not carry you. Check what Irish higher education institutions offer in games, animation, and interactive media at NFQ level six and above. Some programmes have strong industry links; some do not. Ask what studios their graduates work in before you commit.
Game Jams and How to Use Them
A game jam is a short, timed event where you build a game from scratch, usually over a weekend, usually around a theme announced at the start. Global Game Jam has run events in Irish locations including Dublin and Limerick. Smaller jams run online throughout the year on itch.io. The jam format forces you to finish something, which is the single most useful thing you can do early in your development. It also puts you in a room — physical or virtual — with artists, programmers and sound designers who are all looking for collaborators. Many working developers trace their first professional contacts back to a jam team.
Your jam entries go straight onto your portfolio. Three completed jam games with postmortems — short written reflections on what worked and what did not — demonstrate more self-awareness than most junior applicants bring.
When Games Hiring Tightens
The games industry runs in cycles. Studios expand during a hit and contract after a miss, and layoffs in the global industry affect Irish developers too, whether they work locally or remotely. The skills you build in games transfer further than most people expect. Real-time 3D skills built in Unity or Unreal Engine are in demand in architectural visualisation, product visualisation, and medical simulation. QA methodology transfers directly into software testing. Production skills transfer into project management across the technology sector. Audio skills built on games move into broadcast and post-production. If you frame your games portfolio as evidence of technical and collaborative competence rather than games-specific experience, you become a candidate for a wider set of roles during downturns.
The single most useful next step is to open a project today that you can finish in under a month. Set the scope before you start, keep it small enough to complete, and publish it when it is done. That first finished, public piece of work is the thing everything else builds on.
Where to look next
The bodies that set the rules and run the routes into this work.
- Imirt — The Irish game makers association
- Screen Skills Ireland — Crew training and trainee placements on productions
- Screen Ireland — Funding, production news and talent schemes
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