Designers find the joy
in our game concepts.

Game designers shape the challenges and tune the weapons that our players run amok with.

As a designer, you’ll make sure that our games delight the mind with interesting interactions between players and AI. You’ll construct mechanics that don’t require a manual to understand, keeping in mind that the best games are easy to learn, but difficult to master. It’ll be your job to create fun for everyone, from hardcore competitors to plug-and-play weekend gamers.

Blizzard designers aren’t just “idea people”—they find elegant and enduring designs everywhere, and implement them effectively with scripting, layout and testing. With world editing software at your fingertips, you’ll iterate until your gameplay shines as brightly as any gorgeous environment or stirring soundtrack. When your co-workers can’t stop playing what you’ve made, then you’ll know you’ve found the fun.

Elements of Blizzard Design

  • Make the games you want to play. To design effectively over the lifecycle of a game, you need to be overflowing with passion for the game you’re working on.
  • Focus on the player—think from the perspective of the person you’re designing for, and what they need. Be empathetic, and observe absolutely everything.
  • Stay hungry. Don’t expect success—chase it.
  • Your design needs to be intuitive, and sometimes that means simple. Invalidate the manual.
  • Share progress and concepts with your teammates, early and often. Be honest with your criticism, but critique ideas, not people.
  • Understand your audience—are they MMO gamers? RTS gamers? How do subgroups of your audience prefer to play - solo, group, competitive? Don’t try to turn existing games that people already love into different games.
  • Execution is the core of the job. Humbly identify the best idea, even if it’s not yours, and spend most of your time implementing it, not dreaming about it.
  • Iterate! It’s okay to fail, and it’s okay to throw away work, as long as you celebrate and learn from your mistakes. Polish, polish, polish—all the way through. Blizzard design doesn’t end when a game ships.

Application Advice

  • Your Cover Letter
  • Tell us what excites you about working for Blizzard. What do you dream about contributing to?
  • Share your unique aptitudes—the qualities you have that not all applicants possess. Detail your design process and philosophy.
  • Point to specific, real-world examples of where you meet each job requirement. Anyone can say “my designs are extremely elegant.” Not everyone can show it.
  • Iterate! Your cover letter should be as polished (succinct, readable, grammatically correct) as your design work will be.
  • Your Resume
  • Focus on relevant experience—what in your history makes you a better planner, implementer, visionary or team collaborator?
  • Are you a creative designer, a technical designer, or both? Show us your record of conceiving and implementing excellent ideas.
  • Design jobs vary wildly in skillset—an Item Designer for World of Warcraft, for example, will need to be grounded in statistics, whereas a sense of composition and background with modeling tools is far more important for a Level Designer. Make sure your resume fits the role—Blizzard games often contain multiplayer, social and competitive elements, so tailor and focus your description of your experience appropriately.
  • Your Portfolio
  • Portfolio needs vary from position to position, but, in general, you should endeavor to submit complete work over in-progress work, digital links to your work (or e-mailed archive files) whenever possible, playable material (or videos) and solid, well-written documentation.
  • A portfolio site is a great way to showcase your work and ensure that it’s quick and easy for us to review. Please provide an index of the contents of your portfolio to make sure we understand what’s in it, and maintain it so that it’s up to date! If you have done different types of work (web design, photography and game design, for example), help us zero in on what’s relevant with curated links or intuitive navigation.

Experience Advice

  • Work Experience Work experience doesn’t just mean jobs in the industry—you can get design experience right now!
  • Make your own games with an open-source or inexpensive development tool. They’re generally straightforward to use and sustain extensive builder communities who are often happy to give advice.
  • Create content for existing games. A number of games that you already love support modmaking—UI modifications, code revisions, or new modules like levels or maps. The StarCraft II Editor is a great place to start.
  • Design tabletop games. Board games or pen-and-paper games can showcase your understanding of design fundamentals.
  • Work for another developer. If you’ve designed games at other game development companies, show us your specific contributions (more deeply than “I worked on Game X”). Each game company is unique, and has its own lessons and culture to draw on.
  • Education Education is ultimately secondary to talent and experience implementing your designs. That said, a number of university programs can provide you with a solid foundation for work as a designer.
  • Consider learning about or getting accredited in Computer Science (Scripting/AI), Game Art and Design, Mathematics, Screenwriting or other relevant roles.
  • Pursue internships whenever you can—they’re a great opportunity to understand day-to-day work in the games industry, meet people and get experience working with the many different skills that go into making a game.
  • Play lots of (different) games, and be ready to talk about them. If you aren’t analytical enough to break down a game’s individual features beyond “I like it” or “I don’t like it,” you have a hard road ahead. Learn how systems interact. Hone your understanding until you can predict how a game might be radically different with one simple element of its design removed or changed. Game designs are often intertwined, with large numbers of moving parts—you should train yourself to focus on the macroscopic and the microscopic to prepare for designing as part of a team.