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INFINITY27

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 2020 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  1. Prototype

    Weeks 1–2 · 1 of 4

    Onboarding, environment setup & prototype.

  2. Internal Demo

    Weeks 3–4 · 2 of 4

    Sprint reviews & implementing real feedback.

  3. External Demo

    Weeks 5–6 · 3 of 4

    Demo-ready standard, pushed to beta for QA.

  4. 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

Junior

Levels, narrative & gameplay design in UE5.

The Mind Without Its Nectar

TylerDesigner · Core (60 hrs)

Branching narrative & characterisation — dialogue systems and player-choice design.

Development

Junior

Gameplay & systems programming & optimisation in UE5.

Yamas Wrath

Hannah GreerDeveloper · Pro (120 hrs)

Conceptualised and developed a spell — gameplay scripting & in-engine implementation.

Tech Art

Intermediate

Shaders, tools & pipelines bridging art and code in UE5.

Ice Tool

Marco BonariaTechnical Artist · Max (240 hrs)

Authored a procedural ice tool — shader & editor tooling for fast, art-directable results.

3D Art

Junior

Model, texture & sculpt game-ready assets for UE5.

Mask of Khyati

Lochlan HurdleyCharacter & Prop Artist · Pro (120 hrs)

Ornamental hero prop — sculpt, retopology, PBR texturing & in-engine lookdev.

Production

Intermediate

Run sprints, manage scope & help the team ship to customers.

Funding Pitch Deck

Joseph HolroydProducer · Pro (120 hrs)

Built a pitch deck to seek funding for the studio — scope, narrative & stakeholder comms.

Leadership

Expert

Lead & 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
Apply or enquire

Lite

Self-paced

£2,200

lifetime

20 hrs studio time · live feedback

Includes:

  • · All discipline live sessions, materials & recordings — for life
Apply or enquire

Core

Flexible

£3,300

£55/hr

60 hrs studio time · 7.5 hrs/wk

Everything in Lite, plus:

  • · 3 hrs 1:1 support
Apply or enquire
Most popular

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
Apply or enquire
Best outcome

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
Apply or enquire

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
Enquire

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.

5 Oct – 27 Nov 2026Next intake
Jan–Feb 2027
Mar–Apr 2027
Jul–Aug 2027
Sep–Oct 2027

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?
You don't need Unreal or professional games-industry experience specifically — but this isn't a from-scratch beginner course either. Junior disciplines (Design, Development, 3D Art) still expect some existing grounding in the craft — self-taught projects, related study or a related job — plus genuine commitment to a games career, not just curiosity. The fit call is where we check you're starting in the right place.
Is it fully remote?
Yes. Applications, the fit call, mentoring, sprint reviews and shipping all happen remotely, inside the studio's real production workflow — the same way our team and residents work.
How much time do I need each week?
It depends on your tier: Ultra Lite and Lite are self-paced, Core is around 7.5 hours a week, Pro is part-time at 15 hours a week, and Max is full-time at 30 hours a week. The 8-week cycle milestones are the same — the tier sets your pace.
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?
Nobody can honestly promise you a job, and we don't. What we can show you is the number: 82% of our learners are in games careers within 6 months. Shipped, reviewed, customer-facing work is what earns interviews — and that's what the residency produces.
When can I start?
We run several intakes across the year — the upcoming dates are on the apply form above. Apply whenever you're ready and we'll place you in the next wave with space in your discipline.
What if I'm not sure which discipline fits me?
That's normal — it's exactly what the 10–15 minute fit call is for. Tell us what you enjoy making and where you want to end up, and we'll recommend a discipline, level and tier honestly, including telling you if we're not the right fit.

Start with the 5-minute application

Tell us your goals and we'll book the fit call.

Discipline * (pick any that fit)