TaaSFlow · sector briefing

Hiring in Gaming & Interactive

Role families we cover

  • Engineering

    Gameplay engineers · Engine engineers · Graphics engineers · Server/backend engineers · Tools engineers

  • Design

    Systems designers · Level designers · Combat designers · Narrative designers

  • Art & animation

    Character artists · Environment artists · Technical artists · Animators

  • Production & live-ops

    Producers · Live-ops leads · Release managers · Community managers

What makes this sector hard

  • Engine and pipeline

    Unreal, Unity and in-house engines are non-transferable. Rubrics capture the exact stack and gameplay-systems ownership.

  • Live-service ops

    Shipping games and running live-service are different disciplines. LiveOps evidence is scored separately.

  • Genre fluency

    MMO, shooter, sim, mobile puzzler and sports each need distinct signal. Genre is captured explicitly.

  • Craft depth

    Combat design, level design, narrative and technical art are separate crafts. Rubrics honour the specialisation.

The evidence we score against

Every candidate is scored against the role's rubric, and every score points back to a specific line in the CV. For gaming & interactive, these are the signals that carry weight:

  • Engine and platform captured
  • Genre-specific rubric
  • Live-service track separated

What your shortlist looks like

  1. A ranked set of candidates, each with a score and the evidence behind it.
  2. Eligibility checks resolved before the candidate reaches you — right to work, credentials, location model.
  3. Salary expectation against your band, stated plainly, before you invest interview time.
  4. One decision per candidate: advance, hold or decline, reversible for a short window.

Candidates stay invisible to you until we've reviewed them for your specific role, and contact details are released as a separate step.