IndieGuild

How to find a game designer for your indie game

Updated October 24, 2026 · 8 minute read

You can find a game designer in game jam teams, the job and collaboration sections of the Unity and Unreal Engine forums, r/gameDevClassifieds for paid roles, r/INAT for rev share and hobby teams, Work With Indies if you're a studio with a budget, and IndieGuild. The harder part is knowing which kind of designer you need, so that's where I'd start.

I founded IndieGuild, so keep that in mind when I talk about it.

The short answer
  1. Decide which kind of designer you need: systems, level, narrative or UX.
  2. Decide if it's paid work, rev share or a hobby project, and say it up front.
  3. Send a short brief with a playable build and the exact problem you want solved.
  4. Start with a small paid test, like one level or one balance pass.
  5. Put credit, pay and who owns the design work in writing.

1. Decide which kind of designer you need

"Game designer" covers a lot of different jobs. On a small team, these are the four that come up most:

Tip: If you need the designer to build in your engine too, scripting encounters or setting up levels themselves, say so. A designer who works on paper and a technical designer who works in Unity, Unreal or Godot are different hires.

2. Paid, rev share or hobby

Be honest about the deal before you look for anyone:

Whatever you pick, put it in your first message. Some places even sort posts by it. Unity's Job Offering rules, for example, only allow paid offers with a guaranteed, known-value payment there, and send rev share posts to non-commercial collaboration instead.

3. Where to look

4. What to send in your first message

A good first message makes a designer want to open your build. Keep it short and include:

5. Look at how they think, not just what they've shipped

Design is easy to talk about and hard to fake in a build. Here's what I'd look for:

6. Start with a small paid test

Before you commit to the whole game, pay for one small, real piece of work:

Agree on what "done" looks like, the file format, and the deadline. A week of real work together tells you more than any interview.

7. Put ownership in writing

Design work is a mix of ideas, docs, levels and numbers, so it's easy to leave fuzzy. Write down the pay or rev share split and how it's paid, how credit is listed (like "Level Design" or "Game Design"), who owns the design docs, levels and any files they make, when they can show the work in their portfolio, and what happens if someone leaves. For rev share, also write how revenue is counted and how often it's paid out. A one-page agreement now saves a falling-out later.

Red flags

Common mistakes

Frequently asked questions

Where can I find a game designer for my indie game?

Look at game jam teams and entries on itch.io, the job and collaboration sections of the Unity and Unreal Engine forums, r/gameDevClassifieds for paid roles, r/INAT for rev share and hobby teams, and Work With Indies if you have a studio budget. On IndieGuild, Find a teammate shows game devs by the roles you need, your engine and your genres, and you can browse game dev profiles on Discover or post a role.

What kind of game designer do I need?

A systems designer for rules, numbers, economy and balance. A level designer for layouts, pacing and encounters. A narrative designer for how the story plays out through quests and dialogue. A UX designer for menus, HUD, onboarding and controls. If they also need to build in your engine, say so, because that's closer to a technical designer.

Should I pay a game designer or offer rev share?

Paid work is clearer and easier to plan around. Rev share only pays if the game earns money, so be honest about your plan and only offer it when you're also putting in real work. Hobby is fine for jams and learning. Whatever you pick, say it in your first message.

What's a good test task for a game designer?

Something small, real and paid: one level greyboxed in your engine, a balance pass on one system, a review of your first ten minutes with fixes, or the structure of one quest. Agree on what done looks like and a deadline before they start.

Who owns the design work?

It depends on your agreement. Write down who owns the design docs, levels and any files they make, how credit is listed, when they can show the work in their portfolio, and what happens if someone leaves the project.

Is IndieGuild free for devs?

Yes. Posting a role, using Find a teammate and messaging are free, and I don't take a cut. You and the designer agree on pay, credit and rights directly.

Find someone to design it with

Pick up to three roles, your engine and your genres, and see the game devs who fit best and why. Message anyone for free and agree on credit, pay and rights together.

Find a teammate

Code or design games? Create a free profile. · Post a role · Browse game devs · How to find a programmer

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