The industry now Find your way in Where you can study Beyond study Who's hiring How other countries do it Gamebadges Start this week
Aotearoa New Zealand · game industry pathways

Ways into the game industry

There is no single way in. In 2026 there are fewer obvious ones than there were five years ago, which is odd, because the New Zealand industry has never made more money. It just crossed a billion dollars in revenue while the rung you climb on to get in got narrower.

So this page does two jobs. It shows you what you can actually study and do here now. And it argues, with the receipts, about what the sector should build next.

Updated 25 August 2026 · options listed alphabetically, never ranked · CC BY 4.0
1

Where the industry actually is

$1.0b
industry revenue, year to March 2026. The sector hit its own 2028 target two years early.
NZGDA, Jun 2026
1,418
full-time-equivalent jobs at the last full survey, up 29.2% on 1,097 the year before
NZGDA survey 2025
95%
of that revenue earned offshore. Almost everything we make is sold to someone else.
NZGDA survey 2025
194
games in development across 43 rebate-receiving studios, 90% of them small or medium businesses
NZ On Air GDSR, Jul 2026
Now the part the growth numbers hide. Graduates were about 25% of all new hires in a recent year, and most studios took on no juniors at all. Junior intake is concentrated in a handful of large studios. At the same time studios report real difficulty recruiting experienced people. The growth is real. It is just not landing on the bottom rung. NZGDA's full 2026 survey arrives in September and will update these figures.

Three structural things shape every route below, and you should know all three before you choose one.

  • New Zealand has no work-based games qualification. No apprenticeship. No traineeship. Nothing where you are employed while you train. Every path on this page is campus study with, at best, a placement bolted on, and most of those placements are studio simulations inside the institution rather than time in a real studio.
  • Mentor time is the constraint, not talent. Studios do not turn juniors away because juniors are bad. They turn them away because a senior developer's hours are the scarcest thing the studio owns, and a junior costs those hours before they return any.
  • Generative AI is eating the work juniors used to learn on. Tooling code, boilerplate, QA passes, documentation, placeholder art. Broad software data shows entry-level employment down roughly 9 to 13 percent at firms adopting AI while senior employment keeps climbing. I do not read that as the door being closed. I read it as the bar moving. Juniors still get hired, and they arrive expected to use AI and, more importantly, to catch it when it is wrong.

Today's missing juniors are tomorrow's missing seniors. That is the whole argument, and it is why "what should I study?" and "how do I prove I can do the job?" have become two different questions. The rest of this page answers both.

Sources for this section
2

Find your way in

Three questions. You get the discipline you are pointing at, the actual competences it is built from, and the New Zealand options that support it. It points at a role, not a cage. Almost everyone I know in this industry zig-zagged: the producer who started in QA, the graphics programmer who started as an illustrator.

Pick one or two. These are the nine clusters of the Gamebadges competency map, the same map used further down this page.
At school
Teaching myself
At uni, different subject
Changing careers
Already working in games
Structured course or degree
Hands-on and practical
On my own, with a community

Your focus

bronze is the tier that gets you in the door

Competences in this cluster (bronze)

    Roles this points at

      Role names as the Gamebadges map has them. NZ studios routinely merge two or three of these into one job.
      →

      Routes that fit you

      NZ options are listed alphabetically and shown only against the focus they support. Coverage comes from public course information and is still being confirmed with each provider. Treat it as a guide and check before you enrol.
      ★

      Your next three moves

      3

      Where you can study in New Zealand, right now

      Every provider below teaches something a game studio hires for. Only a few run a dedicated games qualification, and that number went down this year. At the rest, games sits inside a computer science, creative media or CGI degree, which is not a criticism: a good share of the industry is hired straight out of general software and art programmes. The column that matters most is the last one. Ask what work-integrated learning is actually built in, and whether it puts you in a real workplace or a simulated one.

      ProviderWhereClosest games qualification(s)ClustersWork-integrated learning
      One provider fewer, as of 2026. Yoobee has closed its dedicated game courses. The Diploma in Game Art and Development and the Certificate in Game Development are both off the catalogue. What is left is game development as one focus area inside a software engineering degree, interactive media inside the animation degree, and a six-day short course for school students. Read that next to section 1. The industry crossed a billion dollars and a provider walked away from teaching games inside the same twelve months. Provision follows enrolments, not export revenue, and enrolments follow whether a school leaver believes there is a job at the end of it. This is the entry-rung problem turning up on the supply side, and it is the first hard evidence of it.
      Confirm before you enrol. The polytechnic sector is mid-reorganisation. NMIT, UCOL, Toi Ohomai, EIT, Ara, SIT, Wintec, Unitec with MIT, Otago Polytechnic and Open Polytechnic became standalone institutions on 1 January 2026. WelTec, Whitireia, NorthTec and WITT follow on 1 January 2027. Programme availability and staffing are genuinely in flux, and a course in a 2026 catalogue may not run in 2027. Ring the provider, and ask specifically about the placement.
      How this table was built
      4

      Beyond study: placements, schemes and money

      This is the thinnest part of the New Zealand system and you should know how thin before you plan around it. No games apprenticeship. No games-specific junior job board. The country's main tech-internship matchmaker has no confirmed game studios on it. What does exist is worth using hard.

      WhatWho it's forWhat it actually gives you
      Game On, Pacific career pathwaysPacific youth, up to 57 over four yearsNZGDA with the Ministry for Pacific Peoples at $1m over four years, industry-matched, alongside The Cause Collective, TupuToa and PikPok. School outreach, studio visits, mentoring, internships. Launched March 2026, first cohort started July 2026. The closest thing we have to a real work-based games pathway. live now
      TupuToaMāori and Pacific studentsTwelve-week paid internships. Not games-specific, but it is a genuine paid placement and a Game On partner.
      R&D Experience Grants, formerly Callaghan Innovation, now MBIEStudents, via a hosting companyThe most direct government subsidy for a company to take a student intern, around $11,580 plus GST for roughly 400 hours. If you want a studio to take you on, this is the funding to put in front of them.
      Summer of TechTech studentsThe country's main internship matchmaker since 2006, around 520 employers and 140 placements in 2025. Worth doing for the software route. No NZ game studio has been confirmed as a host. games gap
      CODE, Centre of Digital Excellence, DunedinSchool students onwardSchool game-dev clubs, school jams, tertiary pathway curriculum, mentorship. The clearest school to tertiary to industry pipeline in the country.
      Studio graduate programmesGraduatesTwo are publicly identifiable: PikPok's graduate and intern pathway, and CerebralFix's summer internships timed to the tertiary holidays. Everything else runs on informal expressions of interest.
      Game jams: Global Game Jam, Kiwi Game Jam, university and CODE jamsEveryone, from day oneThe fastest way to get a finished thing, a team credit, and people who will vouch for you. Free.
      Apprenticeship BoostNot you, unfortunatelyMade permanent, then narrowed from January 2025 to first-year apprentices in targeted trades. IT and software are not on the list. excludes games
      Fees-FreeFinal-year studentsMoved to final-year-free from 2025 and confirmed as ending after 2026. Put that in your maths if you are starting in 2027.
      Jobs get advertised on Seek, LinkedIn, ArtStation for art roles, Work With Indies, studios' own sites, and the NZGDA jobs board. Listings skew heavily senior. The practical consequence for a first role: a person you met at a jam beats a cold application far more often here than in a bigger market. That is a small-country advantage if you use it.
      5

      Who's hiring, and who actually takes juniors

      NZGDA represents around 61 member studios, and its public NZ Games Directory is still marked coming soon, so there is no authoritative company list to cross-reference against yet. What follows is compiled from public sources and studio careers pages. Treat it as a worked example rather than a directory. When NZGDA's directory launches, it supersedes this.

      StudioWhereSizeJunior or intern pathwayNotes
      Grinding Gear GamesAuckland240+No formal graduate or intern programme foundPath of Exile 2. $526m revenue over the 15 months to December 2025, hiring experienced roles. Tencent-owned.
      PikPokWellington, plus Colombia200+Yes, graduate and intern pathwayOur longest-running studio, and a Game On partner.
      CerebralFixChristchurch51 to 200Yes, interns each summer, timed to the tertiary holidaysThe clearest published intern cycle in the country.
      RocketWerkzAuckland and Dunedin~60 verifyNo structured programme, expressions of interestUniversity-connected, and co-developed NMIT's CGI degree.
      Ninja KiwiAuckland, plus Dundee~72 verifyA scholarship exists, but it runs through Abertay in Dundee, not hereMTG-owned.
      Runaway PlayDunedinsmall to midNo structured programme, internal mentorship
      Metia InteractiveAucklandsmallNo programme. University of Auckland research partnership from July 2025Māori-led, founded by Maru Nihoniho.
      Splitting PointNelsonsmallNot publishedGrow a Garden. Proof a breakout can come from anywhere, including well outside the main centres.
      Black Salt GamesChristchurchsmallNot publishedDredge. A tiny team shipping internationally.
      Dinosaur Polo ClubWellingtonsmallNot publishedMini Metro and Mini Motorways.
      Wētā FXWellingtonlargeTwo graphics internships starting July 2026Adjacent industry. VFX rather than games, but the technical art skills are the same ones.
      Here is what that table is really telling you. Two studios in the country run an identifiable graduate or intern pathway. Everyone else hires informally, which means the way in is a person who has already seen your work, not a form you fill in. It also means adjacent industries are a legitimate first job rather than a consolation prize. VFX, simulation, tools, health and education games, gamification. A good number of the sector's current seniors arrived sideways, and nobody holds it against them.
      Sources
      6

      How other countries build the way in

      Every comparable country reports the same core problem: a skills shortage concentrated at mid and senior level, with the junior rung squeezed. New Zealand is not an outlier here, and that matters, because it means the market is not going to fix this on its own anywhere. Several countries have built the thing we lack, a genuinely work-based and usually paid route into games. Two reasons a student here should care. Some of these you can personally go and do. And all of them are the argument for what we should build.

      CountryThe mechanismWhy it's the interesting one
      🇦🇺 QueenslandDigital Games Incentive: a 15% rebate carrying a mandatory workforce condition, one six-month internship for every A$350,000 receivedThe most transferable precedent anywhere. Attach a pathway obligation to a games rebate and the pathway appears. Queensland's full-time games roles reportedly quadrupled to 665 plus FTE since 2021. Our GDSR has no equivalent condition, and gets no equivalent pipeline.
      🇦🇺 Australia, nationalICT50220 Diploma of IT with a Game Programming specialisation, deliverable as a funded traineeship, employed while trainingProof a games qualification can be delivered work-based inside an existing vocational system. The federal 30% games tax offset, by contrast, carries no training strings and produced no pipeline.
      🇳🇱 NetherlandsBBL: the same MBO diploma as classroom study, but the learner holds a paid employment contract, works 60% or more at a recognised training company and attends school one or two days a week. There is a Game Developer level 4.The closest thing anywhere to a paid games apprenticeship, and it already exists.
      🇩🇪 GermanyDuale Ausbildung: a paid apprenticeship on a statutory minimum training wage. Employer pays the wage, the state funds the vocational school.A clean two-pillar funding split. No games occupation exists, so games reaches it through IT trades. Ubisoft Blue Byte runs an IHK-certified game programming Ausbildung.
      🇸🇪 SwedenYrkeshögskola: a state-funded, employer-governed vocational tier with a mandatory work placement of about 25%, including games-specific programmesAround 90% of graduates employed within a year, over half at the place they did their placement. Worth knowing the catch: the placement is normally unpaid and the student lives on a study grant.
      🇫🇮 FinlandOppisopimus: a paid apprenticeship on a fixed-term employment contract, 80% or more of it workplace learningSector-agnostic, so games and software firms just use it. No games-specific bureaucracy to build first. The simplicity is the feature.
      🇮🇪 IrelandSkillnet enterprise-led networks, roughly 63% state and 37% employer: a short, subsidised Animation, VFX and Games graduate studio traineeshipOver 90% of past participants went into industry work. Short, cheap, low admin. If we copy one thing first, copy this, and it is already the closest relative of Game On.
      🇬🇧 United KingdomOne games apprenticeship standard exists, Game Programmer at Level 7, built by nine studios. Nothing for design, art or QA.The cautionary tale. Apprenticeships are about 2% of games recruitment, over 80% of entrants are still degree-qualified, and from January 2026 Level 7 funding is restricted to under-21s, which cuts career-changers out entirely. A levy on its own does not make a pipeline. You also need someone brokering between small studios and providers.
      🇨🇦 CanadaCo-op: alternating four-month paid work terms where the student is an employee, plus a federal wage subsidy of 50% up to $5,000Around 96% of co-op graduates employed within six months. Note they have our problem too. The Canadian senior share rose from 33% to 39%, and Québec's 2024 credit reform actively tilts the incentive toward senior staff.
      🇵🇱 PolandUKW GameHighEd, a dual work-study bachelor's with twelve months or more of industrial placement56% employability before graduation. A degree-shaped answer for systems where apprenticeships never reach games.

      The IGDA framework refresh, and why the timing matters right now

      The international conversation about pathways currently runs through the IGDA Game Education SIG, which is rebuilding the IGDA Curriculum Framework. That framework is the map of game development knowledge domains. It was published in 2008 and then sat dormant until 2023. The refresh moves it to a specialty-areas model, and it is on a published clock:

      • 2025: data analysis, and a first draft released for public feedback.
      • From 1 July 2025: specialty-area committees working through community feedback.
      • January 2026: framework content and references reviewed.
      • 30 May 2026: second public comment period opens with the specialty-area drafts.
      • September 2026: final adjustments, with publication targeted for 30 September 2026.

      Two things follow for us. The SIG has said plainly that it has plenty of US voices and could use more international ones, so the comment window is the cheapest way a small country will ever get to shape the framework its own providers end up measured against. And whatever New Zealand builds should track that refresh rather than fork off it. The SIG's other stated projects are an educator knowledge base, an internship clearinghouse, and a rebuild of the Breaking In resources for high-school students. Those are precisely the three holes this page has just documented in our system.

      The broader point is that nobody needs to invent the vocabulary. ESCO codifies digital games designer, developer and tester as distinct occupations with full skill lists. O*NET has video game designers. SFIA 9 covers the technical roles across seven responsibility levels. The IGDA framework maps the knowledge domains. What almost nobody has solved is delivery: who employs the learner, who mentors them, and who pays for the mentor's time.

      Sources for this section
      7

      Gamebadges, and why it might matter going forward

      Everything above shares one failure. There is no shared definition of job-ready. Every provider describes its graduates differently, so a studio cannot compare them. A self-taught developer or a career-changer has no standard way to show what they can do at all. And a small studio cannot afford to run deep skills assessment on every applicant, so it defaults to hiring someone it already knows. Gamebadges is the most developed candidate for fixing that. I have been mapping New Zealand tertiary courses against its competences, so what follows is a discussion of the case, including the reasons to be careful about it.

      What it actually is

      Gamebadges is an EU-funded competency framework that grew out of the Chips for Game Skills project. It describes game development as 9 clusters holding 143 competences across 33 role areas. Each competence is written at three tiers, bronze, silver and gold, in concrete "is able to" statements rather than course titles. That last detail is the one that does the work. You can argue with an "is able to" statement. You cannot argue with a course code.

      The badges themselves are Open Badges. Since Open Badges 3.0 landed in 2024 they are W3C Verifiable Credentials, so they are tamper-evident and portable between institutions, employers and countries.

      Bronze, getting in
      Can do the foundational task with guidance. This is where a good course, a jam and one small shipped thing get you. It is what entry level means, stated concretely enough to be checked.
      Silver, independently job-ready
      Can do the work on their own, to a standard a team would ship. This is the tier that decides hiring, so it is also the tier where the credibility of a badge has to be real.
      Gold, lead and teach
      Sets direction for others inside a project's artistic and technical constraints. Rarely awarded, and essentially never reached from a single course.

      Browse the whole map below. This is the real catalogue rather than a summary of it, all 143 competences, with the bronze descriptor on each.

      CompetenceClusterRole areaBronze: can do this

      Why it is interesting, depending on who you are

      If you are a learner

      • Portable evidence that stacks over time and moves between providers, jobs and countries. That matters more than usual to a small, export-heavy workforce that travels.
      • It works when a degree does not. Career-changers, self-taught developers and working juniors evidencing on-the-job capability all get a way to show what they can do.
      • A visible ladder. "Get better" turns into "get from bronze to silver in these three competences", which is a plan rather than a mood.

      If you run a studio

      • One way to read capability across every provider and every candidate, including the ones with no standard qualification at all.
      • Cheaper hiring diligence, because the tier statements are already an interview rubric. Small studios gain most, since they are the ones who cannot build their own.
      • A way to specify what you want from a placement or a graduate. "Silver in Systems Programming, bronze in Live-Ops" is a sentence a provider can design against.

      If you teach

      • A neutral external reference to map programmes against, evidence coverage, and find your gaps. No provider ranking is implied, and none is possible.
      • A shared assessment vocabulary, which makes cross-provider work tractable instead of diplomatic.

      If you are the sector

      • Game development has just been folded into the much larger Electrotechnology, IT and creative sectors Industry Skills Board. Turning up with a ready-made, internationally aligned competency framework is how a small sector gets a named remit instead of disappearing inside a big grouping.
      • It is the missing vocabulary for the work-based qualification we do not have. You cannot design portfolio-assessed, employer-delivered training without first agreeing what is being assessed.

      The hard part: who assesses it, and why would a studio believe it?

      A badge is worth exactly as much as the trust a hiring studio puts in it, and that question is unsolved. Three models, and they can be mixed by tier.

      ModelWho awards itStrengthRisk
      A. Provider-accreditedThe education provider, inside its existing programmesCheapest, scales immediately, uses assessment that already happensProviders grading their own students and then marketing on the results. Studios may read it as grade inflation, and they would not be wrong to.
      B. Cross-accreditedAn academic from a different provider assesses or moderatesIndependence, following the external-examiner norm that academia already runs on. Builds a national moderation community as a side effect.Coordination cost, and an academic may still not reflect current studio practice.
      C. Industry-assessedA vetted practitioner, a studio developer or leadHighest studio trust, and it keeps the rubric anchored to real workIt spends the scarcest resource the sector has, senior time. That is the same constraint already blocking internships.

      The sensible compromise is a tiered hybrid. Bronze provider-accredited, because it is low stakes and high volume. Silver cross-accredited or industry-endorsed, because that is the tier that changes a hiring decision. Gold judged by an industry portfolio panel. That way scarce senior time is spent only where it moves an outcome.

      Whichever model wins, credibility rests on moderation rather than on any individual assessor. A shared rubric, which the tier statements already are. Sampling and calibration by a panel, the way external examiners work. Provenance on every badge recording who assessed it, against what evidence, and when. A conflict-of-interest rule that bites at silver and above.

      Is this just a micro-credential?

      Adjacent, not identical, and the difference is worth being precise about because the two can be combined.

      Gamebadges, as proposedNZQA micro-credential
      CertifiesA demonstrated competency at a tier, evidenced by portfolio and real workCompletion of an approved unit of learning, typically 5 to 40 credits
      Quality-assured byAn industry and provider trust model that still has to be defined and runAn NZQA-approved provider, formally listed and reviewed
      PortabilityInternational, EU-aligned, portable across employers and bordersNational, recognised in the NZQF
      FundingNone inherentCan attract learner funding once approved

      Both are granular, stackable signals below the level of a degree, and both suit career-changers, upskillers and a narrowing entry pathway. The strongest end state is probably the combination. A provider wraps a cluster of badges inside an NZQA micro-credential: the badge says what capability was demonstrated and keeps it industry-anchored and portable, the micro-credential gives it formal standing and access to funding.

      The caveat, which belongs in any honest version of this argument. The independent evidence that micro-credentials and badges actually change labour-market outcomes is thin. OECD, UNESCO and systematic reviews all note that causal evidence is scarce and that the best numbers come from vendors. So frame Gamebadges as a shared language and a portable signal, infrastructure that makes other things possible, and not as a fix on its own. The failure modes to watch are badge inflation, unpaid assessors burning out, studios ignoring the whole thing, and duplicating what NZQA already does. A small pilot on one cluster with a handful of assessors tests the only question that decides the idea's value: will studios trust the badge?
      Sources
      8

      Whatever route you take, start this week

      The people who hire here say the same things every time. Make things. Work with other people. Keep going when you get knocked back. None of that needs enrolment, money or anyone's permission. Your first game can be tiny. It should be tiny.

      Do a game jam: Global Game Jam, Kiwi Game Jam, a university or CODE jam Get to an NZGDA meetup: Auckland, Wellington, Christchurch, Dunedin Ship something tiny on itch.io this month Build a portfolio, not a CV Keep your work in version control and keep it public Find one person a step ahead and ask how they got in Learn to check AI output as well as generate it. That is the new junior skill. Write down what you can do in "is able to" terms. That is a badge claim already.
      If you are still at school, the highest-value thing you can do is finish one small playable thing and put it in front of someone who is not you. A finished tiny game beats a portfolio of unfinished ambition, every time, and it is exactly the evidence every bronze competence on this page asks for.
      ▦

      The whole map

      Nine clusters, many routes, one industry. Cluster sizes are the number of competences Gamebadges defines in each, which is itself informative: Design and Industry-wide are the two biggest, and Industry-wide is the one nobody puts on a course brochure.

      CC BY 4.0 · built on the IGDA Curriculum Framework and Gamebadges (gamebadges.eu) Provider-neutral by design · simonmccallum.org.nz