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Every MMO you love started as someone's idea

This is where you start yours: what the jobs really are, the ways in without a degree, how people actually make a living, and a first game you can finish. All free.

Open opportunities
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Funding programs
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Open to collaborate
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Game Dev guides
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Your first game

Six steps

From "I want to make games" to something people can play. Each step pays 10 VOID, and finishing makes you an Apprentice Dev.

  1. Read Start HereYou're here, so this one's done. Not done yet.
  2. Pick a learning pathStart any path and finish its first lesson. Not done yet.
  3. Post a work in progressShare something unfinished: a sketch, a blockout, a first build. Not done yet.
  4. Get a critiqueSomeone pins a note on one of your posts. Ask for one in Questions or a challenge. Not done yet.
  5. Enter a challengeJoin a Dev challenge with one of your posts. Not done yet.
  6. Share something playableAdd a link to a game you made (itch.io, Steam, Game Jolt, Roblox, Fortnite...) to your portfolio. Not done yet.

The jobs in game development

Twelve roles that make an MMO. Open one for a day of it, the skills, the tools and the first portfolio piece to make.

Game designer (systems)Designs the rules: combat, classes, progression, crafting, and the numbers that make it all feel fair.
A day of it
Writes design docs, builds rough prototypes, tunes spreadsheets of stats, and watches playtests to see where players get stuck or bored.
Skills
Clear writing, spreadsheets and everyday math, prototyping, and playing a lot of games with a critical eye.
Tools
Spreadsheets, a game engine (Unity, Unreal or Godot), flowcharts
Make this first
A one-page design for a crafting or combat system, plus a small playable prototype that tests it.
Level designerBuilds the places players move through: dungeons, cities, battlegrounds and raid arenas.
A day of it
Blocks out spaces with simple shapes, plays them over and over, adjusts sight lines, pacing and difficulty, then hands them to the artists.
Skills
Spatial thinking, pacing, readable layouts, scripting encounters.
Tools
Unreal and Unity editors, Roblox Studio, Fortnite's UEFN, mod tools
Make this first
One finished map built with real level tools (a mod, a Roblox experience or a Fortnite island) and a short note on what you changed after playtests.
Narrative designerWrites the quests, characters and lore, and makes sure the story works as something you play, not just something you read.
A day of it
Drafts quest lines and dialogue, writes item and ability text, and works with designers on how each quest plays out.
Skills
Writing short and clear, structure, branching choices, editing your own work hard.
Tools
Twine, Ink, a word processor, the engine's dialogue tools
Make this first
A short branching quest in Twine or Ink that someone can play in ten minutes.
Economy and live ops designerDesigns currencies, drop rates, the cash shop, battle passes and events: where free-to-play games live or die.
A day of it
Models how currency flows into and out of the game, plans what's sold and when, runs events, and reads the numbers after every change.
Skills
Spreadsheets, statistics, player psychology, and a strong sense of what feels fair to players.
Tools
Spreadsheets, SQL, analytics dashboards
Make this first
A spreadsheet model of an MMO's gold economy (where gold comes from and where it leaves) with a page on how you'd keep prices from inflating.
Gameplay programmerTurns designs into code: movement, abilities, enemy AI, menus and networking.
A day of it
Builds features, fixes bugs, profiles slow code, and works out with designers what can actually be built in time.
Skills
A programming language, problem solving, math for movement and cameras, reading other people's code.
Tools
C++ with Unreal, C# with Unity, GDScript with Godot, Luau with Roblox
Make this first
A small game you finished, with its source code on GitHub and a short readme.
3D or 2D artistMakes the characters, creatures, environments, props and interface art.
A day of it
Sculpts, models, textures or paints assets to a style guide, then gets them working in the engine within its limits.
Skills
Drawing or sculpting fundamentals, form and color, working to a budget of polygons and texture sizes.
Tools
Blender, Maya, ZBrush, Substance, Photoshop, Krita, Aseprite
Make this first
One finished game-ready asset shown in an engine, with its wireframe and textures.
Animator or VFX artistBrings things to life: walk cycles, attacks, spell effects, explosions.
A day of it
Rigs and animates characters, or builds particle effects and shaders, and tunes them until hits feel heavy and spells feel powerful.
Skills
Timing and weight, anatomy, a feel for what reads on screen at a glance.
Tools
Blender, Maya, Unreal's Niagara, Unity's VFX Graph, Houdini
Make this first
A walk cycle and an attack on a rigged character, or one spell effect running in an engine.
UI and UX designerDesigns the menus, inventory, maps and HUD so players always know what's going on.
A day of it
Wireframes screens, mocks them up, builds them in the engine, and watches testers to find what confuses them.
Skills
Layout, typography, iconography, and empathy for confused players.
Tools
Figma, Photoshop, the engine's UI tools
Make this first
A redesign of a real MMO's inventory or crafting screen, with before-and-after and the reasons.
Sound designer or composerMakes everything you hear: footsteps, spells, ambience and music.
A day of it
Records and builds sounds, writes music, and hooks it all into the game so it reacts to what's happening.
Skills
Recording and editing, music or sound design, and how sound works in a game engine.
Tools
A DAW (Reaper, Ableton, FL Studio), Wwise, FMOD
Make this first
Replace all the sound in a 60-second gameplay clip with your own.
ProducerKeeps the team shipping: schedules, scope, priorities, and clearing whatever blocks people.
A day of it
Plans sprints, tracks what's late, cuts scope when it must be cut, and keeps everyone talking to each other.
Skills
Organization, communication, saying no kindly, knowing a bit of every discipline.
Tools
Jira, Trello, Notion, HacknPlan
Make this first
Lead a game jam team to a finished game on itch.io and write a short postmortem.
QA testerFinds the bugs before players do and reports them so they can be fixed. A common first job in the industry.
A day of it
Plays builds again and again, tries to break things on purpose, and writes clear bug reports with steps to reproduce.
Skills
Patience, attention to detail, clear writing.
Tools
Bug trackers like Jira, spreadsheets, screen capture
Make this first
Bug reports for an early access game's public tracker or Discord, written so a developer can reproduce each one.
Community managerThe game's voice: runs the Discord and social accounts, explains updates, and brings player feedback back to the team.
A day of it
Answers players, plans events, writes patch notes and posts, and keeps a pulse on what the community feels.
Skills
Writing, calm under pressure, moderation, knowing the game inside out.
Tools
Discord, social media tools, analytics
Make this first
Run a game's, guild's or server's Discord, with events you organized and numbers you grew.

Game design jobs, explained →

Ways in

No degree required. These are the doors people actually walk through.

Game jams

Make a whole game in a weekend, often with strangers. It's the fastest way to finish something, and finishing is the skill studios look for.

Find a jam →

Mods and maps

Many level designers started by modding. Roblox, Fortnite's UEFN, Minecraft and plenty of PC games hand you real tools for free.

Level design posts →

Community servers

Freeshards and private servers run on volunteer GMs, scripters and builders. You learn on a live game with real players.

Free servers →

QA and community jobs

Testing and community roles are real first jobs in the industry, and plenty of designers and producers started there.

Jobs and gigs →

Courses and school

A degree helps at some studios, but a portfolio of finished work matters most everywhere.

Tools and courses →

How to get into game design → Start with a mod or community server →

Ways to make a living

Most people mix a few of these, especially early on.

Sell your own game

Put it on Steam, itch.io, the Epic Games Store or consoles. The store keeps a share of each sale.

Free to play

Give the game away and earn from cosmetics, battle passes, subscriptions or convenience items. It's how most MMOs run.

Creator platforms

Build inside Roblox, Fortnite or Minecraft and earn from their payout programs, with their audience already there.

Asset stores

Sell models, tools, sounds and templates to other developers on Fab, the Unity Asset Store or itch.io.

Contract and freelance work

Work for studios project by project: art, code, audio, QA, writing or community.

Grants and funds

Free money (grants) or investment (funds) from governments, foundations and companies that want more games made.

Publishers

A publisher pays for development and marketing in exchange for a share of what the game earns.

Crowdfunding and early access

Players back you on Kickstarter or buy in early on Steam, and fund the rest of development.

How to make money making games → Grants, funds and programs → Designing F2P players don't hate →

Game Dev guides

Building Fragments of Chaos in public

Our own MMO, in development. Devlogs, breakdowns and news from the team as it's built. Game page →

Made by members

Works in progress, renders, devlogs and timelapses from people learning here.

New opportunities

All →

Nothing posted yet. Post the first one.

Funding and programs

All →

Open to collaborate

All →

Be the first: turn on Open to collaborate in your profile's Portfolio.

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