Skip to content
INFINITY27

For game devs · By game devs

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.

Who it's for

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 2021

82%

into games careers in under 6 months

500+

learners trained since 2020

cohort intakes a year

The journey

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 strand 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.

The cycle

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. Weeks 1–2

    Prototype

    Onboarding, environment setup & prototype.

  2. Weeks 3–4

    Internal Demo

    Sprint reviews & implementing real feedback.

  3. Weeks 5–6

    External Demo

    Demo-ready standard, pushed to beta for QA.

  4. Weeks 7–8

    Shipping

    Final polish & merge to the live build.

What you'll learn & do

Six strands, one production pipeline

Every strand works in Unreal Engine 5, inside the same studio workflow. Level is a difficulty guide, not a hard barrier to entry.

Junior — graduates & career-changers 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 · Lite (60 hrs)

TylerDesigner

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

Development

Junior

Gameplay & systems programming & optimisation in UE5.

Yamas Wrath · Core (120 hrs)

Hannah GreerDeveloper

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

3D Art

Junior

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

Mask of Khyati · Core (120 hrs)

Lochlan HurdleyCharacter & Prop Artist

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

Tech Art

Intermediate

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

Ice Tool · Max (240 hrs)

Marco BonariaTechnical Artist

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

Production

Intermediate

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

Funding Pitch Deck · Core (120 hrs)

Joseph HolroydProducer

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

Leadership

Expert

Lead & manage people and projects within your discipline.

Straight answers

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.

Outcomes & progression

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.

Choose your commitment

Same training, fit to your needs and budget

Same Unreal Authorised training & 8-week milestones — pick the pace.

Self-paced

Lite

£2,200

lifetime

20 hrs studio time · live feedback

Includes:

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

Flexible

Core

£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

Part-time

Pro

£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

Full-time

Max

£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

A custom residency scoped to your goals, discipline & budget.

Enquire

Honest logistics

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 (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.

Cohort waves

4 cohorts a year

1:5 mentor-to-learner ratio on average — places per wave are limited.

Jan–Feb
Mar–Apr
Jul–Aug
Sep–Oct

Not ready to commit to a wave? Apply anyway — the fit call costs you 15 minutes and you'll leave knowing exactly which strand, tier and start date make sense for you.

FAQ

Before you ask

The questions every fit call starts with. Anything else — call +44 (0) 7875 442 172.

Do I need Unreal or games-industry experience?

Not for the Junior strands — Design, Development and 3D Art are built for people creating their first real portfolio. Strand level is a difficulty guide, not a hard barrier to entry, and the fit call is where we make sure you're starting in the right place.

Is the residency really fully remote?

Yes. Applications, the fit call, mentoring, sprint reviews and shipping all happen remotely, inside the studio's real workflow. Max-tier residents also get in-person event tickets on top.

How much time do I need each week?

It depends on your tier: Lite is 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?

Pro and Max include a dedicated remote machine, so your own hardware doesn't matter. On Lite and Core you work on your own kit — 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?

There are four cohort waves a year: Jan–Feb, Mar–Apr, Jul–Aug and Sep–Oct. Apply whenever you're ready and we'll place you in the next wave with space in your strand.

What if I'm not sure which strand 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 strand, level and tier honestly, including telling you if we're not the right fit.

Apply or enquire

Start with the 5-minute application

Tell us your goals and we'll book the fit call. Prefer to talk? Call +44 (0) 7875 442 172.