# How to create an open position
Source: https://docs.gdhub.io/create-an-open-position
As a project author, you can open positions on your project and choose how you want to cooperate with the people who join your team.
An open position lets people know which roles you are looking for on your project. Once published, it appears on your public project page and in the platform's listings, and we also announce it on our social media channels to reach the most relevant specialists.
In your project settings, complete all the fields and add a cover image, description, and video pitch. This information is shown on every open position you publish, so it helps candidates understand the project and decide whether they want to join.
Go to the **Open positions** page of your project and add a new position. Specify the role, required skills, and a clear description of what you expect from the candidate.
For each open position you decide how you want to work with the person. There are three options — see below.
Positions marked as **Draft** are visible only to you. Click **Publish** to make a position visible to others. You can switch a position back to Draft or archive it at any time, and restore archived positions later if needed.
## Cooperation types
When creating an open position, choose one of three cooperation types depending on what you can offer and what kind of collaboration you are looking for.
No payment is offered. This option is for people who want to gain experience, build their portfolio, and be part of a real project. A good fit for early-stage projects and for specialists who are just entering the industry.
Instead of (or in addition to) payment, you agree on a share — a percentage of the project's revenue or equity. The collaborator becomes invested in the project's success and is rewarded if the game performs well.
A paid position with monetary compensation. Choose this when you have a budget and want to hire a specialist for paid work. Paid listings reach a wider, more professional audience.
You can publish several open positions with different cooperation types at the same time — for example, a paid position for a key role and an unpaid one for contributors who want experience.
## What happens next
As responses come in, review the candidates on the **Open positions** page, contact them, and either accept them into your team or decline if they don't fit.
Learn what to do when someone responds to your open position.
Good luck building your team!
# How to start developing your own game
Source: https://docs.gdhub.io/development-your-game
Sooner or later, many people from various fields come to the idea: Why not make my own game? Read on to start your project.
These may be experienced professionals from the gaming industry who have already participated in development and want to bring their own ideas to life. Or they could be specialists from completely different industries who see how their accumulated experience can be transformed into an interesting game. Students and schoolchildren also often think about this—their extensive gaming experience allows them to come up with ideas on how to improve certain games, how to combine them, and so on.
Making a game is exciting, but doing it alone is very, very difficult, since game development requires a wide variety of skills: game design, programming, art and animation, visual effects, sound and music, marketing, etc. There are “one-man bands” (solo developers) who manage to create games on their own, but not everyone is able to handle it. In most cases, you need a team. Some gather teams from their friends, others hire people. We suggest broadening your possibilities and finding team members among many like-minded people who also dream of creating games. We call this investing your time into a project.
So, you’ve decided to develop your own game. You’ve gathered your ideas and are ready to start.
Create a project on the [gdhub.io](http://gdhub.io) platform and fill in the information about your project in the settings.
Work through your idea into a concept document or a game design document. The more carefully you shape your project at this stage, the clearer your vision will be, and the better you’ll be able to explain it to your future team members and investors.
Useful materials:
* Article: "[How to Turn a Game Idea into a Concept Document](https://docs.gdhub.io/turn-idea-into-concept-document)"
* Video: "[How to look at the game not as players, but as developers](https://www.youtube.com/watch?v=jQYvR4a04FU)" (use English subtitles)
Record a short video pitch where you talk about your project, upload it to YouTube, and add the link to your project’s settings.
Why is this important? A text description alone cannot always convey the full depth of your ideas, and usually text is not enough to attract people willing to invest their time into your project. A video pitch reveals the project from different angles and also presents you as a leader worth following. At the start of any project, the author’s motivation and confidence become a source of energy for both the project and the team throughout development. If you want to reach release, you must radiate energy and confidence, and inspire your team with it.
Example of the pitch (use English subtitles) below.
Write your first devlog post.
Regular project updates show potential teammates, future players, and investors that the project is alive and actively progressing. And it’s best to start right away—even if you’re still working alone, you’ll definitely have something to share.
Next step: Create job openings for the specialists you currently need.
Your openings will be automatically published daily in our Telegram channel, keeping the community aware of new opportunities to join game projects.
As candidates respond, communicate with them, conduct interviews, and if someone suits you, invite them into the team.
By creating a project and bringing in participants, you are working within a collaborative development agreement, which defines the format of cooperation and regulates team relationships, including promises of equity shares.
At the moment, the agreement framework is not yet integrated. For now, all arrangements are based on trust and good faith. Once it’s ready, we will suggest working fully within it.
So, the first team members are here. Establish how you’ll organize the work, where you’ll store files and documents, and move forward.
Our Workflow section will give you advice on what to pay attention to at each stage of development. Create new job postings, write updates, share your project page on social media, and move step by step toward release.
You can both accept and remove people from the project—for example, if you agree that someone can no longer participate, or if they disappear without contact. Just don’t forget to notify them in advance.
Expertise. During game development, especially if you’ve never worked in the gaming industry before, you’ll face many challenges you’ve never encountered. Creating your own game requires broad knowledge: game design, management, programming, drawing, 3D graphics, animation, marketing, sound, music, and more.
To help with these tasks, we created the Mentors section. Here you can find experienced specialists in specific areas and ask questions that arise as you build your project. If you consult mentors regularly, they can later become Advisors of your project and an official part of your team.
# Features
Source: https://docs.gdhub.io/features
Which features of the platform reflect its core mission to cultivate the creative value of game projects.
The key mission of the platform is to help cultivate the creative value of game projects — enabling them to grow from an initial idea known only to its author into a well-shaped, meaningful game that attracts collaborators, specialists, and investors.
This mission drives every aspect of the platform, which provides a comprehensive set of features designed to support game projects and industry experts alike. Below you will find a detailed overview of these features.
## **For game projects**
### Project management
This feature allows you to develop a project step by step by following the game creation workflow, starting from the idea, through creating a demo, release, and up to the project’s closure. It helps to see the project's direction and stay on track. Each step includes useful advice, experts, and relevant tasks for that particular moment, as well as assisting in managing equity promises made by contributors and the project author.
### Team management
Allows inviting, hiring, and removing project participants. At the same time, information about who worked on the project and when is retained both by the author and by the participant themselves.\
Each project operates under a co-development agreement that its participants follow.
### Promise System
Allows distributing project shares among participants in a manner similar to "vesting." The author does not always have enough financial resources to pay the team upfront. Therefore, they have the option to promise shares in the project to key participants, and when the conditions are met, these shares automatically transfer ownership to the promised recipient. The established share distribution can then be used for profit sharing from the project or in case the project is sold to a third party.\
The promise system also takes into account the involvement of mentors in the projects.
### Vacancies
This functionality allows you to create job postings and view responses from your project to find game development specialists who are willing to believe in you and your project and invest their time in your idea.\
We help distribute these job postings through our social media and channels.
### Devlog
Allows you to keep development logs for your project. The frequency and content of these logs help highlight your projects among industry specialists and experts, enabling you to find and engage the right specialists faster or showcase your activity to potential investors, publishers, and players.\
We help distribute your posts through our social media and channels.
### Talent Pool
This functionality allows you to search for specialists needed for your project among the platform’s users. It is more efficient than searching externally, as the platform brings together game development professionals of different levels and profiles who are willing to invest their time in projects in exchange for equity rather than a salary.
## For game industry experts
### Mentoring
Allows game industry experts to also participate in other users' projects through consulting. Serious professionals often do not have time for full involvement in new projects, but their accumulated experience can be a great value to others.\
Projects with equity distribution have a special mentoring fund that is allocated among the mentors whom the project authors have consulted.
### Events
Allows industry experts to share their experience and showcase themselves as a reputable expert in a specific field, with the goal of attracting project authors to seek their advice.
# Artists in Game Development
Source: https://docs.gdhub.io/gd/artists-in-gamedev
Artists bring visual life to games — characters, environments, animations, interfaces, and effects. Their work defines the mood, style, and identity of a game.
### Categories of Game Artists
#### 2D Artists
* Work with digital painting, vector art, pixel art, or UI assets.
* Use tools like Photoshop, Illustrator, Aseprite, or Spine.
* Common roles: concept artist, UI artist, 2D animator, illustrator.
**Concept Artists**
* Visualize ideas and styles before production.
* Help define the look and feel of characters, environments, and props.
* Their work guides the entire art pipeline.
**UI/Graphic Artists**
* Design buttons, icons, menus, HUDs.
* Often blend art with layout logic.
**Motion Designers**
* Create animated graphics for marketing, cutscenes, or stylized effects.
* Combine graphic design with animation principles.
#### 3D Artists
* Build game-ready 3D models and textures.
* Use tools like Blender, Maya, 3ds Max, ZBrush, Substance Painter.
* Common roles: environment artist, character artist, prop artist, tech artist.
**Character Artists**
* Sculpt high-poly characters, retopologize, texture, and skin for animation.
* Understand anatomy, form, and visual storytelling.
**Environment Artists**
* Create levels, architecture, landscapes.
* Work closely with level designers and lighting artists.
**Hard Surface/Prop Artists**
* Design objects like weapons, vehicles, furniture.
* Often use procedural workflows and modular kits.
#### Animators
* Breathe life into characters and scenes.
* Master timing, weight, exaggeration — often using the 12 principles of animation.
**2D Animators**
* Traditional frame-by-frame animation or cutout/skeletal rigging.
**3D Animators**
* Use rigged models to create movement cycles (e.g., walking, jumping).
**Cinematics Animators**
* Craft story-driven cutscenes with attention to composition, camera, and acting.
***
### Technical Artists
These artists bridge the gap between art and code. They specialize in optimizing assets, building shaders, or creating visual effects.
* **VFX Artists** – Simulate fire, smoke, magic, explosions.
* **Shader Artists** – Write GPU code to control material appearance.
* **Material Artists** – Create PBR materials and optimize texture workflows.
* **Lighting Artists** – Define mood and readability through lighting setups.
> Technical art is highly specialized and in-demand. Most large studios actively seek skilled tech artists to support pipelines and performance.
# Entering the Industry: Education, Portfolios, and First Jobs
Source: https://docs.gdhub.io/gd/entering-gamedev
Breaking into game development can seem overwhelming, but many professionals start with non-traditional backgrounds. The most important factors are skill, portfolio, and communication — not necessarily a diploma.
### Formal Education
* University degrees in Computer Science, Art, Game Design, or Animation can help.
* However, many studios prioritize experience and portfolios over degrees.
* Game-specific programs (e.g., game schools or bootcamps) often offer more practical training.
### Online Courses and Self-Learning
* Platforms like Coursera, Udemy, CGMA, GameDev.tv, and YouTube provide accessible and affordable learning.
* Many professionals are self-taught or learned through modding and hobby projects.
> Education is what you make of it — consistent effort and curiosity matter more than where you study.
### Building a Portfolio
* A portfolio is your most important asset.
* Show relevant, polished, and finished work.
* Tailor it to your intended role: designers need documentation, artists need visuals, programmers need GitHub repos.
* Include breakdowns or explanations of your process.
### Getting Your First Job
* Start small: internships, modding, game jams, or freelance gigs.
* Apply broadly and tailor each application.
* Be prepared for test tasks and interviews focused on problem-solving and collaboration.
* Network: join online communities, attend game dev events, talk to people in the industry.
### What Studios Look For
* Passion for games and learning
* Practical experience (even from personal projects)
* Ability to work in a team and communicate clearly
* Willingness to grow and adapt
> Breaking in is tough, but persistence pays off. Many successful developers started by doing game jams, modding, or working on personal projects.
# Game Designers: Roles and Responsibilities
Source: https://docs.gdhub.io/gd/game-designers
Game designers are responsible for crafting the core experience of a game. They define what the game is, how it plays, and how it feels.
### What Makes a Game Designer?
A game designer must:
* Have broad general knowledge and curiosity.
* Be familiar with different aspects of development: programming, art, UX.
* Understand and apply player psychology.
* Be capable of clear communication (especially in writing).
Most importantly, game designers must bring **original, engaging experiences** to life. They are experience architects — the ones who create emotion, challenge, and fun.
### Core Game Design Skills
* **Systemic Thinking** – Designing systems that interact, evolve, and scale.
* **Analytical Skills** – Balancing, modeling, and testing gameplay systems.
* **Creativity** – Generating new ideas and mechanics.
* **Documentation** – Writing design docs that are clear and actionable.
> A great designer doesn't just imagine a cool idea. They figure out how to make it real within the constraints of a team, budget, and engine.
***
### Common Specializations
#### System Designer
* Focuses on balance, stats, and game economies.
* Uses spreadsheets, math, and simulations.
* Decides how many hit points an enemy has, or how expensive a sword should be.
#### Technical Designer
* Hybrid between designer and programmer.
* Scripts gameplay features, builds prototypes.
* Essential in fast-paced or small teams (e.g., mobile, indie).
#### Level Designer
* Designs the spatial and interactive layout of game worlds.
* Balances challenge, pacing, and discovery.
* Works closely with environment artists and gameplay programmers.
#### Narrative Designer
* Crafts storytelling through gameplay and visuals.
* Builds immersion via lore, worldbuilding, and emotional resonance.
* Distinct from a scriptwriter: narrative designers work with mechanics, not just dialogue.
#### UX/UI/Game Rules Designer
* Ensures game rules and systems are clearly communicated.
* Works on player onboarding, readability, flow.
* Often bridges the gap between systems, visuals, and interface.
> In small teams, one person may fill several of these roles. In AAA, they are usually split across departments.
# How to Start a Career in Game Development?
Source: https://docs.gdhub.io/gd/how-to-get-into-gamedev
Opportunities for learning game development through academic programs and community support.
At **gdhub.io**, we believe that anyone — regardless of background — should have access to the tools, knowledge, and opportunities to enter the game industry.
That’s why we work with academic partners to help design and launch new courses and programs that make game development education more accessible and practical.
Today, in collaboration with our academic partner **European Humanities University (EHU)**, we’re proud to support several learning paths for future game creators.
### Game Creation bachelor's program
If you want to become a full-fledged game developer — someone who can come up with game ideas, design, program, draw, and publish games — then the **Game Creation** program launching in 2026 is for you.
[Explore the Game Creation program →](https://gamedev.ehu.lt)
### Already a student or applicant? Start even earlier
If you’re already studying at EHU — or planning to join before 2026 — you can start gaining game development skills right now through existing programs:
* **Visual Design** — for those who want to become game artists and UI/UX designers\
[Visual Design program →](https://en.ehu.lt/studies/visual-design/)
* **Informatics** — for those interested in game programming and technical development\
[Informatics program →](https://en.ehu.lt/studies/informatics/)
Both programs include project-based learning, community collaboration, and opportunities to work on real games together with the Game Developers Hub.
***
We’ll continue to grow these partnerships to make game development more inclusive and open — for everyone who dreams of building worlds.
# Introduction to the Game Development Industry
Source: https://docs.gdhub.io/gd/introduction
Game development (or gamedev) is a broad and interdisciplinary field that combines creativity and technology to create interactive entertainment. It's much more than just programming or drawing — it's a complex process involving diverse roles, tools, and mindsets.
### What is Gamedev?
Game development is typically divided into two major parts:
1. **Development** — the creative and technical process of designing and building a game.
2. **Operations** — the business side: publishing, marketing, analytics, community management, and monetization.
> In this article, we focus exclusively on **game development**. While operations are essential, they align more closely with traditional marketing, PR, and business functions.
### Core Roles in Game Development
There are three primary disciplines in game development:
* **Game Designers** – they define how the game works: its rules, systems, and mechanics.
* **Artists** – they visualize the game world, characters, UI, and animations.
* **Programmers** – they make everything functional through code.
In practice, the lines between these roles are often blurred. A good designer understands basic programming; an artist is aware of how their assets integrate into a game engine.
### Operation Roles
* Marketers
* Business developers
* Community managers
* Support specialists
* QA testers
* etc.
These positions, while important, are often similar to their counterparts in non-gaming industries and deserve separate discussion.
### Universal Requirements
#### English Language
Over 50% of professional documentation, courses, and resources are in English. Without it:
* Learning is difficult
* Collaboration in international teams is limited
* Access to tools and tutorials is restricted
#### Communication Skills
Strong communication is essential. People rarely leave studios due to technical incompetence — more often, it's because of poor communication or interpersonal issues. Being able to explain ideas clearly, listen, collaborate, and negotiate is just as important as technical skill.
***
# Game Industry Guide
Source: https://docs.gdhub.io/gd/overview
This guide offers a structured overview of key roles and pathways in game development. Whether you're exploring career options or building educational materials, each section links to a specific area of the industry.
Use this overview to navigate through the guide or share it with those beginning their journey into game development.
What game development really entails, the difference between development and
operations, and essential skills like English and communication.
An overview of AAA, mobile, and indie studios — their structure, scale, and
work environments.
How designers create mechanics, systems, and player experiences. Includes
specializations like narrative, systems, and level design.
The backbone of interactive systems. Covers gameplay, audio, AI, network,
tools, and engine programming.
An exploration of roles from concept art to 3D modeling and animation.
The specialists who make art assets run beautifully in real-time engines —
VFX, shaders, rigging, and lighting.
Practical advice on education, building a portfolio, getting hired, and what
studios look for in new talent.
Where to start, what to learn, and how to get a job in the industry.
Are you confident in your knowledge? It's time to start making games.
Documentation of the community-driven platform for game industry talents of various levels and professions, who jointly develop video games, share their experience, and gain first, or new, experience in game development.
# Programmers in Game Development
Source: https://docs.gdhub.io/gd/programmers-in-gamedev
Programmers are the backbone of game functionality. They turn creative ideas and assets into interactive, playable experiences.
### General Programming Skills
To get started in game programming, developers should understand:
1. **Algorithmic Thinking** – The ability to break down problems into step-by-step instructions a machine can execute.
2. **Data Structures & Algorithms** – Efficient ways to organize and process data.
3. **SOLID Principles** – Foundational software design concepts for maintainable code.
4. **Code Architecture** – How to structure systems for clarity, scalability, and collaboration.
Much of a programmer’s time is spent not coding but discussing design, naming conventions, and collaboration with other programmers.
***
### Specialized Roles
#### Gameplay Programmer
Focuses on the game's core logic — movement, interaction, mechanics.
* Must understand computational geometry and vector math.
* Often works on performance optimization and memory usage.
* Integrates third-party libraries and tools as needed.
#### Audio Programmer
A rare but valuable role, mostly in AAA studios. They:
* Handle integration of sound and music.
* Work with signal processing and spatial audio.
* Often collaborate closely with sound designers.
#### AI Programmer
Not to be confused with machine learning engineers. AI programmers:
* Implement pathfinding and enemy behaviors.
* Use tools like behavior trees and finite state machines.
* Make NPCs appear intelligent and responsive.
#### Network Programmer
Handles multiplayer functionality.
* Must understand real-time communication and client-server architecture.
* Optimizes bandwidth and latency.
* Ensures synchronization and prevents cheating.
#### UI Programmer
* Bridges game logic and user interface.
* Often works directly in the game engine (e.g., Unity, Unreal).
* Implements menus, HUDs, and transitions.
***
### Supporting Roles ("Adjacent" Programming)
#### Backend/Infrastructure Programmer
* Builds systems like matchmaking, leaderboards, or in-game shops.
* Often uses web technologies and databases.
#### Tools Programmer
* Creates internal tools to improve productivity (e.g., level editors, asset importers).
* Typically uses Python or C#.
#### Automation & Testing Programmer
* Implements systems for automated testing of game components.
* Helps catch bugs early and improve stability.
#### DevOps / Build Engineer
* Manages builds, version control, and deployment pipelines.
* Ensures games are properly packaged and released to stores or servers.
#### Engine Programmer
* Works on the core game engine or modifies an existing one.
* Requires deep knowledge of graphics, physics, and performance.
#### R\&D Programmer
* Explores new technologies (e.g., VR rendering, procedural generation).
* May work with academic papers and prototypes.
# Technical Roles in Art and Animation
Source: https://docs.gdhub.io/gd/technical-art
Technical roles combine artistic understanding with technical execution. These professionals work on the cutting edge between design and performance, ensuring that visual content is not only beautiful but also functional and optimized for real-time applications.
### Technical Artists
* Serve as a bridge between the art and programming teams.
* Optimize workflows, troubleshoot issues, and develop custom tools.
* Require knowledge of both visual design and scripting (e.g., Python, HLSL, GLSL).
**Key responsibilities:**
* Shader development and visual scripting.
* Asset optimization for memory and performance.
* Rigging tools and procedural pipelines.
* Integrating art assets into game engines efficiently.
### VFX Artists
* Create dynamic visual effects: explosions, fire, weather, magic, etc.
* Use particle systems, sprite sheets, flipbooks, and custom shaders.
* Balance performance with visual fidelity.
### Material & Shader Specialists
* Develop materials that react to light, physics, or gameplay conditions.
* Use node-based systems (e.g., Unreal Material Editor, Unity Shader Graph).
* Understand PBR workflows and texture mapping.
### Lighting Artists
* Establish the visual tone and readability of environments.
* Use real-time and baked lighting techniques.
* Collaborate closely with level designers and environment artists.
### Animation Technical Directors (TDs)
* Work with animators and engineers to ensure rig compatibility and animation blending.
* Implement state machines, IK/FK systems, and transitions.
* Write scripts and tools for animation workflows.
> In many studios, technical artists are considered indispensable. They enable the rest of the team to work faster and more effectively.
# Types of Game Studios
Source: https://docs.gdhub.io/gd/types-of-game-studios
Game studios come in many forms and sizes, but they are usually grouped into three major categories based on their scale, budget, and development process:
### 1. AAA Studios (Triple-A)
These are large-scale studios with hundreds (or thousands) of employees and massive budgets. Examples include Ubisoft, EA, and CD Projekt Red.
**Key characteristics:**
* Proprietary game engines
* Specialized roles (e.g., lighting artist, hair simulation specialist)
* High production values and long development cycles
AAA studios tend to be structured and hierarchical. Employees usually have very specific responsibilities, which makes these studios ideal for deep specialization.
### 2. Mobile Studios
These studios focus on games for smartphones and tablets. While some are small, many (like Supercell or King) have large teams and strong financial backing.
**Key characteristics:**
* Games built using commercial engines like Unity
* High emphasis on analytics, user acquisition, and monetization
* Shorter development cycles
Mobile studios often have fast-paced environments with high iteration speed and frequent releases. They are known for hiring junior talent and having a relatively high employee turnover.
### 3. Indie Studios
Independent (indie) teams vary greatly in size and structure — from solo developers to mid-sized studios with 10–30 people. These studios typically work on original, passion-driven projects.
**Key characteristics:**
* Small, agile teams
* High creative freedom
* Limited funding and resources
Many indie teams rely on crowdfunding, grants, or small investors. While they can be extremely innovative, they also face high financial risks and uncertainty.
> When joining an indie team, be aware of potential instability and make sure your financial situation allows for flexibility.
# How to ask an expert a question
Source: https://docs.gdhub.io/how-to-ask-an-expert-a-question
Sometimes a short conversation with an expert can save you weeks or even months in developing your game.
The platform allows you to reach out to users with extensive experience in their field. To ask an expert a question, you need to have an active project. Requests are accepted only regarding games being developed on the platform.
To request a consultation, you need to go to the [Experts](https://gdhub.io/hub/experts) page and select the expert you need.
When you click the Details button, you'll be able to learn more about the expert and the areas where they can help you.
Select the question that interests you, choose the project it relates to, and provide a detailed description of your issue. Once you're done, click Send Request.
Next, the expert will receive a notification about your new request and can either confirm and start communicating with you, or decline if they're busy or unavailable at the moment.
All your requests can be found on the [Advice Requests](https://gdhub-v2.vercel.app/hub/experts/my-requests) page.
Closed (old) requests can be found in the archive on this same page.
You can also view the experts you've consulted in the Team section of your project under the Advisors tab.
Frequent consultations with an expert make them a candidate for a small share in the project, which is drawn from the Mentor Fund. Its settings can be found on this same page. If there are multiple experts, this fund will be distributed among them.
# How to become part of a development team
Source: https://docs.gdhub.io/how-to-become-part-of-team
There are two ways to become part of an indie team
Each project periodically posts vacancies for positions they need to fill. The first way is to follow the [Jobs ](https://gdhub.io/jobs)page and our social media channels. Explore the projects, apply for roles that interest you, and communicate with the project creators. If a creator feels that you are a good fit, they will officially accept you into the team.
The second way, called "advising," is suitable for experts. They may not have enough time for full participation due to their busy schedules, but their expertise is extremely valuable and can save time and money. [Experts](https://gdhub.io/hub/mentors) can indicate in their [settings](https://gdhub.io/profile/settings/mentorship) that they are available to mentor projects. Project creators can consult them as needed. Once an expert has been consulted three or more times, they become a team member in the advisor role.
# How to pitch your game concept and attract talent
Source: https://docs.gdhub.io/how-to-pitch-your-project-and-attract-talent
This guide is for project authors getting ready to launch their video games and build a team.
The main goal of your pitch is to attract the specialists you need to join your project. You're presenting to industry professionals from the gdhub community — programmers, artists, animators, composers, game designers — so that they get excited about your project and respond to its open positions on gdhub.
Sooner or later, many people from various fields come to the idea: Why not make my own game? Read on to start your project.
To make that happen, you need two things. First, you must understand which specialists you need at the early stage, and how many of them. Second, you must understand exactly what work each of them will do.
A pitch should last no longer than 15 minutes — ideally, you can deliver it in 10. The pitch consists of your spoken presentation and your slides. Before pitching, always plan out what you are going to say and rehearse it in front of a mirror, or record yourself on video and review it.
Below is a more detailed breakdown of what your pitch presentation should contain, slide by slide.
## 1. Title slide
Introduces the project you are about to talk about.
What to include:
* Working title of the project
* An illustration that best captures the essence of the project
* A tagline — a short phrase that describes the core of your game
## 2. About yourself
Introduce yourself — the project author and the future team lead. A lot depends on how you talk about your project and your experience, because that is what a given specialist will weigh when deciding whether to join you.
What to include:
* Name
* Photo
* Your game development experience (where you worked, where you studied, which projects you took part in)
* Your experience related to the core theme of the project. For example: "I worked as a doctor for 20 years, and now I'm making a game about a hospital."
## 3. Key project information
What to include:
* Genre
* Setting
* Platform (PC, console, mobile, etc.)
* Audience
* Monetization — how the game will make money
* Game engine (if relevant)
## 4. What the game is about
A brief description of the gameplay. How does the game actually play?
## 5. Project features (USP)
A list of the key features — what makes your game stand out, and where its fun comes from. Show up to 3 USPs.
Among them, highlight a single hook — the one thing players will remember when they describe your game to others: "Oh, that's the game where…". There should be exactly one hook, and it should be unmistakable.
## 6. Key mechanics
This slide matters most to programmers. Whether a given programmer wants to join your team depends on which mechanics need to be implemented and how interesting they are to them. It's best to describe each mechanic on its own slide.
What to include:
* A description of the key mechanics that need to be implemented in the project
* References (screenshots, video, GIF animations) illustrating this or a similar mechanic
When this slide is aimed at a programmer, try to lean less on pretty illustrations and more on simple schemes, diagrams, wireframes, UI flows, and examples of interaction. You don't need to spell out how a mechanic works under the hood — even rough, high-level sketches of how you picture it are enough to give a programmer a sense of the direction, so they can figure out the implementation.
## 7. Game world and setting
Here you describe where the events of the game take place. This slide matters to all artists, animators, and composers.
What to include:
* A description of the world in which the game's events unfold
* Images / references that help visualize the game world
## 8. Characters
Describe the characters that will need to be created. This slide matters to all artists, animators, and composers. It's best to describe each character or character type on its own slide.
What to include:
* A description of the character or character type.
* A reference.
## 9. Roadmap and plans
What you plan to accomplish in the near term, and where the project is headed. Show the milestones you want to reach — this helps specialists understand what they'd be signing up for and how their work fits into the bigger picture.
## 10. Who you're looking for
In the early stage of development, you usually need a small team. Later, as you need more content, you will need to expand it. That's why we list two groups.
What to include:
* The specialists (and how many of each) you need at the start of the project. Typically this is the game designer, a programmer, and an artist. However, every project is unique and has its own specifics.
* The specialists (and how many of each) needed to realize the full vision — these can join as work on the project progresses.
Make sure these roles are reflected in your project's open positions on gdhub, so interested specialists know exactly how to apply and join.
A strong pitch turns viewers into teammates. Once your presentation is ready, open the positions for your project on gdhub and point your audience there — that's where they respond and become part of your team.
# Overview
Source: https://docs.gdhub.io/index
**Game Developers Hub** (abbreviated as GDHub) - is a community-driven platform for game industry talents of various levels and professions, who jointly develop video games, share their experience, and gain first, or new, experience in game development.
For game authors of new games
Sooner or later, many people from various fields come to the idea: Why not make my own game? Read on to start your project.
Every game starts with an idea. But before you can begin development, that idea needs to be tested, refined, and structured.
This will allow you to show other participants, including industry experts and publishers, that your project is alive and actively developing.
To find a team of like-minded people, we suggest the following approach
This guide is for project authors getting ready to launch their projects and build a team.
What to do when someone applies to your job posting.
For game industry talents
There are two ways to become part of an indie team
For game industry experts
For specialists at the Experienced and Expert levels, there is an opportunity to participate in game development projects as a mentor/advisor
TBD
For investors and publishers
TBD
Just getting acquainted with the gaming industry? We recommend reading this guide.
This guide offers a structured overview of key roles and pathways in game development.
# Job candidate management
Source: https://docs.gdhub.io/job-candidate-management
What to do when someone applies to your job posting.
When you open your project’s **Vacancies/Job** page, go to the **Candidate Responses** section and click on a candidate’s name in the table to view their profile.
In the candidate card, you’ll find their contact details, allowing you to reach out and schedule a call or interview.
During the interview, clarify any missing details about their background, explain more about your project, assess their fit for the team, and make your decision.
Once you’ve decided to proceed, click **Accept** to add the candidate to your team. They will appear in the **Team Members** table once confirmed. You can also **Reject** the application directly from the candidate card if they’re not a match.
If you later decide to end collaboration, you can remove the team member on a **Team** page.
Should you agree on an equity arrangement, click **Make a Promise** to create a share agreement. Specify the percentage you’re offering to the participant, conditional on their successful completion of the agreed development milestone.
Always ensure that any important decisions — such as acceptance, removal, or equity agreements — are discussed and mutually confirmed with the participant before performing the action on the platform.
# How to become a project advisor
Source: https://docs.gdhub.io/mentorship
For specialists at the Experienced and Expert levels, there is an opportunity to participate in game development projects as a mentor/advisor: providing advice, feedback, and sharing your experience with others. This will help new game projects move forward while not significantly distracting you from your current work.
To allow other users to send you requests, you need to enable the Mentorship feature in your profile settings.
1. Go to the ["Mentorship" settings page](https://gdhub.io/profile/settings/mentorship) and toggle the switch on the right.
2. Select your specialty at the Experienced or Expert level, in which you are ready to share your expertise.
3. Make a list of questions on which people can contact you.
4. Indicate how quickly a response from you can be expected. By default, specify “as soon as possible.”
The process of requesting advice from mentors is done through a special application in the Telegram messenger "[GameDev Experts](https://t.me/gdhub_experts_bot)". In order for a mentor to appear there, they need to connect their Telegram account to the platform:
1. Go to the ["Connections" settings page](https://gdhub.io/profile/settings/connections) and connect your Telegram account to the platform.
After that, every user of the platform, as well as users of the “GameDev Experts” application, will be able to contact you through this application.
The list of all mentors can be found on the [Mentors](https://gdhub.io/hub/mentors) page of the platform.
Mentors who actively help projects also become part of their team and can apply for the role of advisor and the opportunity to receive a small share in the project if it is successful (if this is provided by the author of the project).
# How to find a talent for your team
Source: https://docs.gdhub.io/open-job
Making games is challenging and almost always a team effort. To find a team of like-minded people, we suggest the following approach:
1. **Project Information**. In your project settings, fill in all the fields and add a cover image, description and video pitch where potential team members can learn about your project and about you as a person they would enjoy working with. This information will be displayed on every vacancy you post and on the public project page.
It's a big plus to attach a **video pitch** of your project — or at least a short **gameplay or prototype video** showing what you already have. Specialists are far more likely to respond when they can actually see the project, get a feel for its direction, and sense the momentum behind it.
This guide is for project authors getting ready to launch their projects and build a team.
2. **Create** the necessary **vacancies** on the Vacancies page. We will publish them not only on the platform but also on our social media channels to attract the most relevant specialists to you.
3. As responses to vacancies come in, review the candidates’ information on the same Vacancies page, contact them using the provided details, interview, and either accept them into your team or decline if they don’t fit.
Vacancies marked as Draft are visible only to you. To make them visible to others, click Publish.
If a vacancy is no longer relevant, you can switch it back to Draft or archive it (using the lock icon to the right of the vacancy). You can restore archived vacancies if needed.
Good luck building your team!
# Share updates on the game project
Source: https://docs.gdhub.io/share-project-updates
This will allow you to show other participants, including industry experts and publishers, that your project is alive and actively developing.
When developing a game, it's important to showcase your progress: to the team, the community, future players, and potential investors. This way, your project will always be in the spotlight and start attracting attention from the earliest stages of development. You can share updates about the project in the "Devlog" section of the project.
We recommend sharing what you've done at least twice a month (or every two weeks).
All new posts are collected and published daily in our Telegram chat under the "Development Log" topic.
The most interesting posts will also be shared on our social media platforms.
A post can be written as text with accompanying artwork or as a short recorded video pitch.
**In the report, we discuss the work completed during the past sprint (e.g., two weeks). Specifically, we cover the following:**
* Team changes: who joined, who left. In the first report, it's recommended to introduce the team to the audience.
* What was done in terms of game design.
* What was done in terms of code.
* What was done in terms of art.
* What new job openings have appeared.
We only talk about what has been done, not what you plan to do or what is still in progress.
Examples of dev log video posts from other projects can be found [at this link](https://www.youtube.com/playlist?list=PLfHGtMAudzdmaQ3fipp38TfChdC5SFWcH).
# How to turn a game idea into a concept document
Source: https://docs.gdhub.io/turn-idea-into-concept-document
Every game starts with an idea. But before you can begin development, that idea needs to be tested, refined, and structured. A concept document is the very first structured document where you describe your future game. It helps you communicate the vision to your team and decide whether to move forward with development.
Here’s a **3-step guide** to turning an idea into a concept document:
## Step 1. Find Inspiration
Ideas can come from anywhere:
* Movies and books
* Other games
* Everyday life
* Pinterest or ArtStation
For example, you might watch a show about motorcycle building and come up with a game about creating and selling bikes. It could be either a first-person simulator or a tycoon where you manage assembly lines.
The same applies to visual inspiration: discovering an unusual artwork on ArtStation can spark a unique game setting or mechanic.
**Tip:** Always keep a notebook or digital board (like Notion or Miro) to collect your raw ideas.
## Step 2. Analyze the Idea
Once you have an idea, don’t rush into development — first, test it. This is where **competitive analysis** comes in. It usually involves three parts:
### 2.1 Market Analysis
Research the following:
* Competitors (similar games on the market)
* Target audience (who will play your game)
* Pricing models (how games in this genre are monetized)
Collect useful info about competitors:
* Release year and sales
* Studio experience
* Publisher
* Popularity on Twitch/YouTube
* Unique selling points (USP)
* Weak spots (what players disliked or what’s missing)
📌 **Tools to use:**\
SteamSpy, SteamDB, Data.ai, SensorTower, Google Trends, Reddit, Twitter, GamaSutra, 80lvl.
***
### 2.2 SWOT Analysis
Evaluate your team’s situation:
* **Strengths** — what you do well
* **Weaknesses** — where you lack experience
* **Opportunities** — market gaps, new trends
* **Threats** — risks or strong competitors
***
### 2.3 Mechanics Deconstruction
Instead of reinventing the wheel, study how existing games handle mechanics you want to use.
Steps:
1. Define the purpose and constraints of the mechanic.
2. Gather references (e.g., radar implementations in other games).
3. Categorize variations and compare pros/cons.
4. Break down the mechanic into core elements and feedback.
5. Adapt the mechanic for your project.
6. Document everything clearly for your team.
*Example: radar/compass mechanic*
## Step 3. Document It
Now it’s time to put everything together into a concept document.
### What to include:
* **Title** — working title of the game
* **Overview** — 2–3 sentence description
* **Genre, setting, visual style**
* **Target platforms** (PC, consoles, mobile)
* **Core gameplay mechanics**
* **Main character description**
### Formatting tips:
* Add a **table of contents** for easy navigation
* Use structured sections, lists, and highlights
* Keep it clean and easy to read
Example tools: Google Docs, Notion, Confluence, Miro.
At this stage, you’ll have a clear document that lets you decide whether to:
* start development,
* refine the idea,
* or shelve it for later.
You can check out a ready-to-use template [here](https://docs.google.com/document/d/1O99XaTb__f3rL8biPGDEf4H6U7xKQKQag5oWCp3ljhk/edit?usp=sharing).
***
## Conclusion
An idea is just the beginning. To turn it into a real project, you need a concept document. This document helps you:
* validate your idea,
* analyze strengths and risks,
* share your vision with the team.
By following these three steps, you’ll save time, reduce risks, and create a solid foundation for development.
# What project to invest in
Source: https://docs.gdhub.io/what-project-to-invest-in
TBD