IndieGuild

How to pitch a game studio (and what studios look for)

Updated October 31, 2026 · 6 minute read

You code, draw, compose, write or do any other game craft, and you want an indie studio to hire you. Here's what a studio is actually checking when your pitch lands, what to put in it, and how to get your first few yeses while you're still building a network.

The short version
  1. Studios look for three things: work that fits their game, proof they can see in seconds, and signs you're reliable.
  2. A good pitch has four parts: one line about their game, your 1 to 3 most relevant pieces, your rate and availability, and a concrete next step.
  3. Write each pitch for one studio. Fewer, better pitches beat a lot of copies.
  4. No network yet? Jams, hobby roles and small paid tasks get you work to show and people who can vouch for you.

This guide came out of feedback from a member, a freelance Unity programmer, who asked how to approach studios, what to put in a proposal, and what studios look for when you don't know anyone yet. If you want the earlier step, finding devs who haven't posted anything and sending a short cold message, that's in how to pitch a game dev. This one is about the pitch itself: the moment a studio is comparing you to other people.

What studios actually look for

A small studio reading pitches is usually one or two people between other jobs. They're trying to answer a few questions fast.

1. Do you fit this game?

Genre and style come first. A studio making a cozy pixel farming game wants to see pixel art, soft music or Godot or Unity work on a game like theirs, not your best work in a totally different style. If you've done something close to their game, lead with it. If you haven't, say plainly how you'd approach theirs.

2. Can they see your work in seconds?

Make the relevant work one click away and quick to judge: a 30 second clip, one piece, a short gameplay GIF, a playable build, a repo with a readme that says what to look at. A link to a whole catalog or a long reel asks them to do the sorting for you, and most won't.

3. Will you be easy to work with?

This is the part people forget, and it's often what decides between two people whose work both fits. Studios want to know:

What to put in a pitch

Four parts, in this order, in a few short paragraphs:

  1. One line about their game. Something specific that shows you looked: a mechanic, the art style, the mood, what the role says they need.
  2. The 1 to 3 most relevant pieces. Pick the ones closest to their game, and say in a few words why each one is relevant.
  3. Rate and availability. When you can start, how much time you have, and what you charge or the range you work in.
  4. A concrete next step. A short call, a small paid test, or a first milestone. Make it easy for them to say yes to something small.

Here are three examples. Swap in your own details; the shape is what matters.

Example: a programmer

Hi! Your role for Tidepool Tactics mentions a Unity programmer for the grid combat and turn order. I've built two turn-based prototypes in Unity, and the closest one is linked here, with the pathfinding and undo system called out in the readme. I'm free from mid-November for about 20 hours a week, and I work at $35 an hour. If it helps, I could take one small paid task first, like the turn order UI, so you can see how I work before committing to more.

Example: a pixel artist

Hi! Love the warm palette in your Hollow Lantern screenshots. I do 16x16 and 32x32 pixel art for top-down games, and I've attached a character sheet and a forest tileset in a similar style. I can start next week and do about 15 hours a week. My rate is $25 per character with 4 directions of walk animation, or I can quote the tileset as a whole. Happy to do one character first so you can check it fits.

Example: a composer

Hi! The role says you want something calm but a little eerie for the night levels in Moss & Moth, so I picked two loops in that mood: a soft piano ambience and a music box piece. I'm free from December and can usually turn around a first track in about a week. I charge $200 per looping track. Want me to try a 30 second sketch over your night level clip first?

What these have in common: they're short, they're about the studio's game, they show only the work that fits, and they end with a small, clear next step. None of them oversell. If a sentence would fit in an ad, cut it.

Pitching a studio on IndieGuild

On IndieGuild, studios post open roles on the Job board, and a pitch to a studio is called a proposal. Here's how it works, so you're not guessing.

The studio hears about your proposal right away, and once more if it sits unread for two days, so you don't need to chase it. IndieGuild is free and takes no cut; you and the studio agree on pay and rights directly.

If you don't have a network yet

Everyone starts here. A network is mostly people who've seen you deliver, so the goal is to get a few small, finished things with real people as fast as you can.

Each of these gives you something for the next pitch: a piece that fits, a credit, or a line from someone who's worked with you.

Common mistakes

Frequently asked questions

What do game studios look for when hiring a freelancer?

Mostly three things: work that fits their game's genre and style, proof they can see in a few seconds (a clip, a build, a piece or a repo), and signs you'll be easy to work with: when you're free, what you charge, how long it'll take, and that you answer messages. A smaller portfolio that fits their game usually beats a bigger one that doesn't.

What should I put in a pitch to a game studio?

Four things: one line about their game that shows you looked at it, the one to three pieces of your work closest to what they need, your rate and when you can start, and a concrete next step, like a short call or a small paid test. Leave out your life story and your whole catalog.

How is pitching a studio different from cold messaging a game dev?

A cold message goes to a dev who hasn't asked for help yet, so it's short and light, with one link. A pitch to a studio that's hiring, or that takes offers, is closer to a short proposal: they're comparing people, so give them your rate, availability, timeline and the work that matches, all in one place.

Can I pitch a studio that isn't hiring for my craft?

Often, yes. On IndieGuild, if a studio's open roles are for other crafts but it takes offers, you'll see an Offer my button with your craft on it (Offer my art, Offer my programming and so on). It sends a proposal to the studio that isn't tied to one of its roles. Applying to a specific role only works if that role is for your craft.

Can I pitch a studio if I don't have a portfolio yet?

On IndieGuild, hobby roles take proposals without any work attached, and the studio sees that you're new and building a portfolio. Paid and rev share roles ask you to pick at least one piece of work. Past projects and a portfolio link count, so you don't need uploads to qualify.

How many proposals can I send on IndieGuild?

Three a day, and one on your first day. Each friend you invite who publishes a page adds one more a day, up to three extra. Roles can also fill up: a studio picks how many proposals can wait for an answer at once, and when it's full you can ask to hear when it reopens. It's free, and IndieGuild takes no cut of what you get paid.

Give studios one page that shows your work

Make a free profile with your work, past projects, rates and what you're open to, then turn on role alerts so new roles that fit land in your inbox. No cut taken.

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