Games CVs and cover letters that UK studios actually read

Career guide · Updated 14 Oct 2026 · 8 min read

A games CV has one job: get a busy lead or recruiter to open your portfolio and invite you to talk. This guide covers UK CV conventions, how to present shipped titles and student projects, how to write a cover letter that gets read, and how to apply and follow up without annoying anyone.

How studios read CVs

At most UK studios your CV passes through two readers. First, a recruiter or HR partner checks it against the basics of the role: discipline, level, location or right to work, and any must-have skills. Then the hiring manager, usually a lead in your discipline, looks for evidence you can do the work. Both read quickly. Neither wants to hunt for information.

That shapes everything below. Put the most important things first, make them easy to find and cut anything that does not help either reader make a decision.

UK CV norms

If you are used to applying in other countries, some UK conventions may surprise you.

Put your portfolio where it cannot be missed

For art, animation, design, audio and increasingly programming roles, the portfolio is what gets you hired. The CV's main task is to send the reader there.

If your portfolio is not ready yet, our portfolio guide is the place to start.

Structure

A clear, conventional structure works best. Studios do not award points for creative layouts; they want to find information quickly. Artists can show design sense in clean typography and spacing, but avoid graphics, skill bars and multi-column layouts that applicant tracking systems may scramble.

An example skeleton

ALEX MORGAN
Junior Environment Artist | Manchester | Full UK right to work
alex.morgan@example.com | 07700 900000
Portfolio: alexmorgan.art | ArtStation: artstation.com/alexmorgan

PROFILE
Environment artist focused on real-time modular environments in Unreal Engine 5.
Recent graduate with two team projects and three finished solo scenes. Looking for
a junior role on a console or PC project.

SKILLS
Software:  Maya, Blender, ZBrush, Substance Painter & Designer, Unreal Engine 5
Areas:     Modular kits, trim sheets, tiling materials, lighting, set dressing
Pipeline:  Perforce, Jira

PROJECTS
Harbourside (solo, 2026) - Unreal Engine 5
  - Built a modular dock kit of 40 pieces using 3 shared trim sheets
  - Created all materials in Substance Designer; full breakdown on portfolio

Lanternfall (team of 6, university final project, 2026) - Unreal Engine 5
  - Environment artist: built two of the game's four levels from blockout to final
  - Worked with the level designer to keep art changes within gameplay metrics

Global Game Jam (team of 4, 2025)
  - Made all 3D props and lighting for a 48-hour co-op puzzle game

EXPERIENCE
Retail Assistant, Bookshop, Manchester (2023 - present, part-time)
  - Trained new staff on stock systems; handled weekend shift as key holder

EDUCATION
BA (Hons) Games Art, University of ..., 2026

Notice the order: identity and links, a short profile, skills, then the projects that prove them. For experienced developers, professional experience moves above projects and replaces most of them.

The profile

Two or three lines at most. Say what you are, what you specialise in and what role you want. Skip clichés like "passionate gamer" or "hard-working team player"; every applicant says that. Specifics, such as an engine, a specialism and a type of project, are what get noticed.

Shipped titles and credits

If you have shipped games, they are the most valuable thing on your CV. Present them clearly:

Lead with results where you can state them honestly: a feature you shipped, a pipeline you sped up, a load time you reduced. Avoid inventing metrics or claiming credit for outcomes you cannot explain in interview.

Describing student and jam projects

For juniors, projects do the work that professional experience does for everyone else. Treat them with the same seriousness.

  1. Name and context: team size, duration, engine, and whether it was a university project, a jam or self-directed.
  2. Your role in a word or two: "gameplay programmer", "level designer".
  3. Two or three concrete bullet points about what you built and any problem you solved.
  4. A link to the playable build, video or breakdown.

Compare these two descriptions of the same work:

Weak: "Worked on a team game for my final year. Did programming and some design."

Strong: "Gameplay programmer on a 6-person, 12-week Unreal project. Built the grappling-hook traversal in C++ with Blueprint hooks for designers, and reworked it twice after playtests showed players overshooting ledges."

The second shows the engine, the language, collaboration and iteration in two sentences.

Experience from outside games

Do not hide non-games jobs. Retail, hospitality, customer service and office work show reliability, teamwork and communication. Keep each one brief and pick the skill most relevant to the role: accuracy for QA, handling difficult customers for community or player support, managing schedules for production.

Tailoring each application

A generic CV sent to fifty studios usually does worse than a tailored one sent to ten. Tailoring does not mean rewriting from scratch:

Cover letters

Not every studio asks for a cover letter, and some application forms replace it with questions. When there is space for one, use it: a short, specific letter can be what moves you from a maybe to a yes.

A structure that works

  1. Opening (one or two sentences). The role you are applying for and a one-line summary of why you fit. Address the hiring manager by name if the advert gives one; otherwise "Dear Hiring Team" is fine.
  2. Why you (one paragraph). Your strongest piece of evidence for this specific role, linked to a requirement in the advert.
  3. Why them (one paragraph). Something specific about the studio or its games that genuinely interests you and connects to your work. "I love your games" is not enough; say which, and what about them.
  4. Close (one or two sentences). Point to your portfolio and say you would welcome the chance to talk.

Keep it under a page. Avoid repeating your CV line by line, and avoid long stories about your childhood love of games. Every applicant has one.

Do and don't

DoDon't
Name the role and studio correctlyLeave another studio's name in a reused letter
Refer to specific games or featuresWrite a letter that could be sent anywhere
Link evidence to the advert's requirementsList every skill you have
Keep it to a few short paragraphsWrite more than a page

Applying directly through a studio's careers page

Every role listed on this site links to the studio's own careers page or applicant tracking system, and applying there is usually the best route. Your application lands directly in the studio's system, in front of the people who make the decision, with no middleman.

Follow-up etiquette

Hiring in games can be slow, especially around milestones and launches. Some patience is normal.

Once you are invited to talk, our guide to studio interviews covers what to expect.

Next steps