How to get a Unity job without a degree
No CS degree, 13 years as an engineer, now senior and hiring. What gets a Unity developer hired: one finished game, readable code, real interviews.
Lucian Lazar · 12 Sept 2026
I do not have a computer science degree. I have been a software engineer for 13 years, I am a senior engineer today, I have shipped games and AI products, and I have sat on the other side of the table hiring and interviewing developers. I am based in Romania.
None of that required a degree. It required evidence. This article is about what that evidence looks like for a Unity job.
What the degree actually signals
A degree is a filter. It tells a hiring manager that you probably know the basics and that you can finish a long thing. That is all it tells them. It does not tell them you can write a clean MonoBehaviour or debug a null reference at eleven at night before a build.
Without the degree you supply that signal a different way, and the substitute is stronger than the original: a finished game and readable code answer the actual question, whether you can do the work. A degree only answers it by proxy.
One finished game beats ten prototypes
This is the most important thing in this article.
Finished means: a title screen, a win state and a lose state, sound, a build published somewhere public such as itch.io, and at least one person who is not you has played it. It does not mean big. Duck Invaders, built live in week 3 of the course, is small. It is finished.
Why finished matters more than ambitious: the last ten percent of a game, the menus, the edge cases, the build settings, the thing that only breaks on someone else’s machine, is where most people quit. When I see a finished game I know the candidate got through that. When I see ten prototypes I know they have not yet, and I will be the one paying for them to learn it.
Building and publishing is the first week 4 session, done start to finish rather than described.
GitHub hygiene
Your GitHub is going to be opened. Make it survive being opened.
- A README at the top of the game repository with a screenshot or a short gif, a link to the playable build, and three sentences on what you built and what you would do differently.
- A proper Unity .gitignore. If your Library folder is committed, I notice, and so does everyone else.
- Commit messages that describe changes. Not “fix”, not “asdf”.
- Two or three pinned repositories, not forty. Half-finished tutorial follow-alongs go private or get deleted. Nobody is impressed by volume.
I cover the profile, the resume, GitHub and which communities are worth your time in Your profile, resume, GitHub and communities.
Readable code
I read code before I read resumes. Most people who hire developers do.
What I look for is boring: names that say what things are, methods short enough to hold in your head, no thousand-line classes, consistent formatting, and no obvious copy-paste. I look for whether the structure would let a second person add a feature without asking you. I do not look for clever.
This is learnable, and it is what most tutorials skip because they optimise for getting the thing on screen. The coding masterclass in week 2 is nearly six hours on exactly this, and it is free on the samples page. Adapting your style to an existing codebase, which is what the job actually consists of, is the subject of Adapting to existing projects and company conventions.
How to read a job listing
The requirements list is a wish list written by someone who wants the perfect candidate and will settle for a good one. Read it as such.
- “3+ years of Unity experience” is negotiable when the portfolio is strong. Apply anyway.
- “Degree in Computer Science or equivalent experience” means the second half. That clause exists for you.
- Look for the platform. Mobile means performance, ads, in-app purchases and long support. PC or console means different concerns. Match your project to it where you can.
- Look for team size and whether the game is live. A live game means you join an existing codebase on day one. A new project means more greenfield work but also more risk.
- Note the exact words they use, then use those words in your resume and README. Screening is often done by someone matching terms.
Pure junior listings are rare. Most of what you will see is labelled mid. Apply to those too if you have one finished game and can talk about it well.
Junior versus mid expectations
A junior is expected to implement a feature from a clear description, ask questions before rather than after, not break the build, and pick up team conventions quickly. Nobody expects a junior to design systems.
A mid-level developer is expected to own a system end to end, estimate work with some accuracy, review other people’s code, and find a performance problem with a profiler rather than by guessing.
Describe yourself honestly. Claiming mid and interviewing as junior wastes everyone’s time. Claiming junior with a finished game and clean code often gets an offer above what you asked for.
How interviews actually go
The shape is fairly consistent across studios.
A short screening call, often non-technical, checks that you can communicate and have the basics from the listing. Then a technical round: a take-home task, usually a small feature or game, or a live session of questions plus some coding.
The C# and Unity questions that come up over and over: value types versus reference types, what happens when you allocate in Update, coroutines versus async, Update versus FixedUpdate, why object pooling exists, how you would structure a state machine. Then they will ask you to explain a decision in your own project, and that is where the finished game pays off, because you will have a real answer.
What I am listening for when I interview: can you explain why you did something, can you say “I do not know” without panicking, and did you finish something. The candidates who fail are almost always the ones who bluff.
Freelancing, indie, employment and the interview itself get a full session in Freelancing, indie, employment and the interview.
Remote and the Eastern Europe angle
If you are in Romania or anywhere in Eastern Europe, your market is larger than the one you can commute to. Remote contracts with studios in Western Europe and North America are common, the time zone overlap with Europe is complete and with the US east coast is workable, and rates sit above the local market even when below what a hire in London or Berlin costs. That gap is why the roles exist.
What it requires: working English, a reliable setup, and a portfolio that speaks for itself because nobody is going to meet you in person first. Search the boards listed in Unity vs Godot for jobs with the remote filter on and you will see the volume.
Contracting as a foot in the door
A short contract has a lower bar than a full-time hire. A small studio that needs a feature built in six weeks will take a risk on someone with one good game that a full-time hiring process would filter out.
Take the contract, finish it well, ask for a reference, and either convert it to a full-time role or use it as the first line of experience on your resume. Two contracts and a finished game is a stronger position than most graduates have.
The same applies to jam teams. Join one, be the person who ships the build on time, and you have a reference and a second finished project.
The order I would do it in
- Learn C# and Unity fundamentals properly, not tutorial by tutorial. The full roadmap is one way; the course comparison covers the others.
- Build and publish one small finished game.
- Clean up GitHub, write a one-page resume, fix your LinkedIn.
- Apply to twenty listings including ones you are underqualified for on paper.
- Take short contracts while you wait.
- Start the second game.
The degree filter exists. Evidence goes around it. More on my own background is on the about page, and the FAQ covers what the course assumes you already know.