Home Game Designer Resume template
Game Designer resume template
A clean starting structure with example content grounded in what game designers actually do day to day, not generic filler. Download and replace the bracketed placeholders with your own details.

Which resume format should you use?
Reverse chronological
You have a steady work history. This is the format almost every recruiter and ATS expects by default.
Functional
You're changing fields or have gaps in your employment. Leads with skills rather than a job-by-job timeline.
Combination
You're early career or have worked consistently but for only a few employers. Blends a skills summary with a shorter chronological history.
This template uses the reverse chronological format: the one most game designers should default to, since most Australian recruiters and ATS software expect it.
Professional summary
Game Designer with a focus on systems, progression and player experience across mobile and PC titles. Skilled at turning concepts into documented, testable mechanics and working closely with artists and programmers to ship features. Comfortable prototyping in Unity, running playtests and refining balance based on player data.
Key skills
- Game mechanics design
- Progression and economy systems
- Playtesting and iteration
- Design documentation and specifications
- Game balancing and difficulty tuning
- Prototyping in Unity and Unreal Engine
- UX and interaction design
- Data analysis for player behaviour
- Visual design and creative software production
- Product management
- Programming and software development (C# scripting)
- Blender
- Adobe Photoshop
- Jira
- Written communication
Experience: example bullet points
- Designed and documented core progression and economy systems for a free-to-play mobile game, reducing post-launch balance patches from monthly to quarterly.
- Prototyped a new combat mechanic in Unity and iterated through three rounds of playtesting, which noticeably reduced tutorial drop-off.
- Collaborated with a team of eight artists and programmers to scope and deliver a vertical slice, meeting the milestone deadline without cutting core features.
- Wrote clear design specifications for a level progression system, cutting clarification requests from the programming team from daily to weekly.
- Ran playtesting sessions with groups of 20 players, analysing feedback and data to prioritise changes for the next sprint, resulting in a more focused backlog and faster iteration.
Education
A Bachelor degree in game design, interactive media, computer science or a related discipline is the most common path, with some designers completing a postgraduate qualification.
Keywords an ATS is likely to scan for
Applicant tracking systems match your resume against terms in the job ad before a person ever sees it. Only include the ones that actually apply to your experience, but if a term below matches something you've done, use the same wording the job ad uses.
- Game design
- Unity
- Unreal Engine
- Blender
- Adobe Photoshop
- Jira
- Game mechanics
- Progression systems
- Playtesting
- Game balancing
- Design documentation
- UX and interaction design
- Data analysis
- C# scripting
- Agile development
- Australian game industry
Getting past ATS screening
- Match the specific skills, certifications and terms used in the job ad, not just your own wording for the same thing.
- Keep formatting simple: no tables, text boxes, columns, headers/footers or graphics. Parsers frequently drop content placed in these.
- Submit as .docx or PDF unless the job ad specifies otherwise.
- Use standard section headings (Experience, Education, Skills) rather than creative alternatives.
- List your core skills and technical competencies in their own section so a keyword scan can find them instantly.
This is a starting point, not a guarantee of interviews. Tailor every bullet point to your own real experience and the specific job ad.