Game Dev Residency
Fully-remote studio residency and UATC training. You take a real production brief and ship work that reaches customers — in a published game or as paid content/tool on Fab.com.
Three kinds of people join a cohort
Different starting points, same destination: shipped, customer-facing work in the discipline you want to be hired for.
Breaking in
Graduates, self-taught devs and career-changers who need a first portfolio of real production work — not coursework that never left your hard drive.
Levelling up
Working juniors (0–3 years) upskilling for a promotion, a new role or a new studio — adding shipped evidence in the discipline you want next.
Changing lanes
Experienced makers (3+ years) pivoting discipline — a programmer or artist expanding into Tech Art, a product-minded operator moving into Production.
Real production work. Genuine briefs with real deadlines, reviews & stakes — you're on the team, not in a sandbox.
A portfolio that shipped. Real assets pushed through real sprint reviews — the shipped evidence and credits employers actually trust.
Learn the real pipeline. Mentored inside the studio's actual workflow by developers who are all Unreal Authorised Instructors.
UATC Unreal Authorised Training Centre since 202182% into games careers in under 6 months500+ learners trained since 20204× cohort intakes a year
From application to shipped work
Six steps, start to finish — so you know exactly what you're signing up for before you apply.
Apply
A 5-minute online application. No essays and no showreel gatekeeping — tell us where you are now and what you want out of it.
Fit call
10–15 minutes with the studio to check we can genuinely help you hit your goals — and to talk through which discipline and tier fit you.
Decision & onboarding
A decision by email with links to your next steps. Before your wave starts you get set up on the studio's accounts, tools and project environment.
Join your cohort
You start with one of four waves a year, at a 1:5 average mentor-to-learner ratio — small enough that your mentors know exactly what you're working on.
Work the pipeline
8-week production cycles inside the studio's real Unreal Engine 5 workflow: a real brief, sprint reviews, QA and deadlines — the same pipeline our games ship through.
Ship — and move on
Your work merges into a live build or publishes as paid content on Fab.com. You leave with shipped evidence, credits and a clear picture of your next step.
How a residency cycle works · 8 weeks
Every cycle runs the same production arc our games do — prototype to live build in eight weeks.
Prototype
Weeks 1–2 · 1 of 4
Onboarding, environment setup & prototype.
Internal Demo
Weeks 3–4 · 2 of 4
Sprint reviews & implementing real feedback.
External Demo
Weeks 5–6 · 3 of 4
Demo-ready standard, pushed to beta for QA.
Shipping
Weeks 7–8 · 4 of 4
Final polish & merge to the live build.
Six disciplines, one production pipeline
Every discipline works in Unreal Engine 5, inside the same studio workflow. Level tells you how much prior experience each discipline expects — this isn't a from-scratch beginner course.
Junior — graduates & career-changers with existing relevant skills, building a first real portfolio — and working juniors (0–3 yrs) upskilling for a promotion, a new role or a new studio.
Intermediate & Expert — more experienced makers & discipline-pivoters (3+ yrs) — e.g. a product-minded career-changer moving into Production, or a programmer or artist expanding into Tech Art.
Design
JuniorLevels, narrative & gameplay design in UE5.
Tyler — Designer · Core (60 hrs)
Branching narrative & characterisation — dialogue systems and player-choice design.
Development
JuniorGameplay & systems programming & optimisation in UE5.
Hannah Greer — Developer · Pro (120 hrs)
Conceptualised and developed a spell — gameplay scripting & in-engine implementation.
Tech Art
IntermediateShaders, tools & pipelines bridging art and code in UE5.
Marco Bonaria — Technical Artist · Max (240 hrs)
Authored a procedural ice tool — shader & editor tooling for fast, art-directable results.
3D Art
JuniorModel, texture & sculpt game-ready assets for UE5.
Lochlan Hurdley — Character & Prop Artist · Pro (120 hrs)
Ornamental hero prop — sculpt, retopology, PBR texturing & in-engine lookdev.
Production
IntermediateRun sprints, manage scope & help the team ship to customers.
Joseph Holroyd — Producer · Pro (120 hrs)
Built a pitch deck to seek funding for the studio — scope, narrative & stakeholder comms.
Leadership
ExpertLead & manage people and projects within your discipline.
What you get — and what this is not
This is
- A seat inside a working studio — sprints, reviews, deadlines and stakes.
- Unreal Authorised training from instructors who ship games for a living.
- Work that reaches customers: a published game or paid content/tools on Fab.com.
- Small cohorts — 1:5 mentor-to-learner ratio on average.
This is not
- A video-course library you grind through alone.
- Sandbox coursework that never leaves your hard drive.
- Unpaid freelance work dressed up as "experience".
- A guaranteed job — it's shipped evidence that earns interviews.
What comes out the other side
The point of the residency isn't a certificate — it's evidence that you've already done the job.
Shipped evidence
Work that reached customers — in a published game or as paid content and tools on Fab.com — with the sprint reviews and QA history to back it up.
A credible story
You can walk an interviewer through a real production cycle you worked: the brief, the feedback, the compromises, the ship. That's what separates you from a portfolio of tutorials.
Momentum
82% of our learners are in games careers within 6 months. We never promise a job — shipped evidence is what earns the interviews, and that's exactly what you build here.
How your work reaches players
Everything the studio makes — and everything you'll make here — moves through the same production arc. No shortcuts, no shelf-ware.
Prototype
A brief becomes a playable answer — scoped, built and reviewed inside the first two weeks of a cycle.
Internal demo
Sprint reviews put work in front of the team. Feedback lands, gets implemented, and the build tightens.
External demo
Demo-ready work goes to beta for QA — tested against real players' machines and real players' patience.
Ship
Final polish, then merge to the live build or publish to Fab.com. Work isn't done until customers have it.
Same training, fit to your needs and budget
Same Unreal Authorised training & 8-week milestones — pick the pace, or tell us what you need.
Ultra Lite
Self-paced
£990
lifetime
0 hrs studio time · self-paced
Includes:
- · All live sessions, materials & VODs — for life
Lite
Self-paced
£2,200
lifetime
20 hrs studio time · live feedback
Includes:
- · All discipline live sessions, materials & recordings — for life
Core
Flexible
£3,300
£55/hr
60 hrs studio time · 7.5 hrs/wk
Everything in Lite, plus:
- · 3 hrs 1:1 support
Pro
Part-time
£5,500
£46/hr
120 hrs studio time · 15 hrs/wk
Everything in Core, plus:
- · 6 hrs 1:1 support
- · Dedicated remote machine
Max
Full-time
£12,000
£50/hr
240 hrs studio time · 30 hrs/wk
Everything in Pro, plus:
- · 10 hrs 1:1 support
- · In-person event tickets
Bespoke
Custom
Enquire
Scoped to your goals, discipline & budget
Built around:
- · Your goals, discipline focus & budget — talk to us before you commit to a tier
The practical details
No surprises after you apply — this is how it actually runs.
- Format
- Fully remote — you work inside the studio's workflow from wherever you are.
- Time
- From self-paced (Ultra Lite/Lite) up to 30 hrs/week full-time (Max) — pick the tier that fits your life.
- Intakes
- 4 cohort waves a year. Apply any time; we slot you into the next wave with space.
- Places
- Limited per wave — a 1:5 average mentor-to-learner ratio means nobody trains in a crowd.
Next cohort: 5 Oct – 27 Nov 2026
1:5 mentor-to-learner ratio on average — places per cohort are limited. Applications are accepted right up to the start date, so there's no apply-by deadline.
Next cohort — 5 Oct – 27 Nov 2026
Starting soon
Not ready to commit to a wave? Apply anyway — the fit call costs you 15 minutes and you'll leave knowing exactly which discipline, tier and start date make sense for you.
Before you ask
The questions every fit call starts with.
Do I need Unreal or games-industry experience?
Is it fully remote?
How much time do I need each week?
Do I need a powerful PC?
Not necessarily. A lot of the heavy Unreal Engine 5 work can run on a studio machine you reach remotely via Parsec, so your own hardware doesn't have to be top-end.
Either way, check your kit against Unreal Engine's minimum specs and Parsec's minimum specs — we'll sanity-check your setup on the fit call before you commit.
Will I get a job at the end?
When can I start?
What if I'm not sure which discipline fits me?
Start with the 5-minute application
Tell us your goals and we'll book the fit call.


