17 min read
#Recruiting
03.10.2025

How Our Games Recruitment Process Works

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Most agencies describe their recruitment process in terms that could apply to anyone. This is the specific version: who you deal with, how we prepare before a search starts, what a shortlist looks like, how fast things move, and what happens after a candidate reaches your inbox.

Quick answer

Every client works with two dedicated Account Managers, so there is always someone available who knows your search properly and you are never re-explaining context to a stranger. We adapt to whatever communication channel suits you rather than imposing ours. Before any outreach begins we spend time understanding your team structure, culture, and what the role actually needs, because calibration at the start prevents wasted weeks later. We send small, screened shortlists rather than volume. We move quickly, and we ask the same of you: we once placed a senior professional within 72 hours of the kickoff call, and that happened because the client cleared time to meet candidates and gave decisions rather than deferrals. And we stay involved after submission, gathering feedback from both sides and telling you what we hear.

Two Account Managers, and only two

Every client that works with 8Bit – Games Industry Recruitment is assigned two dedicated Account Managers. They are your points of contact for the entire engagement, and the number is deliberate in both directions.

Two, not one, because a single point of contact is a single point of failure. Holidays happen, people get ill, and searches don’t pause politely while they do. With two people holding the same context, your search continues without anyone having to be briefed from scratch and without you chasing an unanswered email.

Two, not six, because being passed between a rotating cast is one of the most common frustrations studios report about working with agencies. You shouldn’t have to re-explain your team structure, your art direction, or why the last candidate wasn’t right. Both of your Account Managers already know.

The practical effect is continuity. Context accumulates rather than resetting, feedback from one search informs the next, and over time your Account Managers develop a genuine feel for what does and doesn’t fit your studio. That’s difficult to achieve when the relationship is spread thinly across a large team.

We Work in Whatever Channel Suits You

A small thing that turns out to matter a great deal.

Some studios want a shared Slack channel where questions get answered in minutes. Others prefer Microsoft Teams, because that’s where the rest of their work lives. Some want structured email with a weekly summary. Some want a standing call every Tuesday and very little in between. All of those are workable, and we set up whichever one you actually use rather than asking you to adopt ours.

The reason this matters isn’t convenience. It’s speed of feedback. In a competitive market, the gap between a candidate completing an interview and hearing whether they progressed is one of the most reliable predictors of whether you keep them. A channel your team checks constantly closes that gap. A channel they check twice a week does not, however good the intention.

The same applies to how much you want to hear from us. Some hiring managers want every candidate discussed before submission. Others want a shortlist and no noise. We’ll ask, and then we’ll do that.

Before the Search Starts

Most searches that go badly went wrong before anyone was contacted. The calibration at the beginning determines nearly everything that follows, so this stage gets more attention than it usually receives.

We talk to all the people who decide. That means not only HR, but also the hiring manager or team lead. The person who will approve or reject candidates holds information that rarely survives into a written job description, and getting it directly avoids an expensive round of guessing.

We learn the team, not just the role. Team structure, who a hire would report to and work alongside, the studio’s culture and working style, current pressures, and what the team is trying to become. A candidate can meet every line of a specification and still be wrong for the people they’d be joining.

We tell you if something looks off. If a salary band has fallen behind what the market is paying for that role in that region, we’ll say so, with data, before it costs you a hire. If a role as written won’t attract the person you’re imagining, we’d rather have that conversation now than three months into a stalled search. Studios don’t always have current visibility on market standards, and that’s one of the more useful things a specialist can supply.

We’re selective about who we work with. We turn work down. Partly because we can only do this well for a limited number of studios at a time, and partly because we’re asking developers to trust our judgment about where they should work. That only holds if the judgment is real.

Sourcing and Screening

We work from an established network of games specialists built over years, and we headhunt actively, which means approaching people who aren’t looking and aren’t reading job boards. In a market where the strongest candidates are frequently employed and not searching, that’s most of where good hires come from.

The matching problem runs in two directions at once. A candidate has to meet what the role requires, and the role has to be genuinely attractive to that candidate given their ambitions and circumstances. A match that only works in one direction produces either a rejection or a hire who leaves within the year.

That’s why our screening covers more than experience. We’re establishing what someone is actually looking for, why they’d consider moving, what their situation allows, and how they work with other people. Sometimes a conversation reveals that the role we approached them about isn’t right, but another opening is. Being able to redirect rather than push is one of the advantages of holding a portfolio of roles.

There’s also a layer that never appears in a job description. After working with a studio for a while, you learn which traits their hiring managers respond to and which ones quietly sink an otherwise strong candidate. Those details look minor written down and make a substantial difference in practice.

Quality Over Quantity

Our job is to find the right person, not to send thirty CVs a week so that activity looks like progress.

A studio receiving a large volume of loosely matched candidates hasn’t been helped. The evaluation work has simply been transferred to the hiring manager, who is the most expensive person in the process to spend that way. A short, properly screened shortlist is a smaller invoice of your time.

Staying close to the hiring manager is what makes that possible, particularly at the start of a new engagement. The first few candidates are as much a calibration exercise as a submission, and precise feedback on why someone was or wasn’t right sharpens everything afterwards. Vague feedback produces vague shortlists. We’ll push for specifics.

Speed, and Why It Decides Outcomes

The market moves faster than most hiring processes are designed for. A strong candidate who is genuinely available is usually in more than one conversation, and delay is the most common way studios lose people they wanted.

On our side, approaching a candidate, screening them, and getting a CV with written notes to the hiring manager can happen within a day or two. We aim for that, and we can control it.

What we can’t control is the half of the process that sits with you, and that half is usually where time-to-hire is actually won or lost.

What’s possible when both sides move

72 hours time to hire

We placed a senior game development professional within 72 hours of the kickoff call. From first briefing to accepted offer, in three days.

We’d like to claim that as our achievement. It wasn’t, or at least not only ours. It happened because the client made themselves available. They were reachable for the briefing immediately, they cleared time to meet candidates at short notice, and they gave us decisions rather than deferrals. Every time the process reached their side of the table, it moved the same day.

Run the same search with a few days’ wait at each feedback point and the arithmetic changes completely. Two days to confirm the brief, three days to review a shortlist, four days to find an interview slot, three more for a decision. None of those delays feels unreasonable in isolation, and each one is a perfectly normal week in a busy studio. Together they turn three days into three weeks, and three weeks is long enough for a senior candidate to accept something else.

What Recruitment Agencies Need From Clients to Move Quickly

Since this is often the part that has the biggest impact on the outcome, it’s worth being specific about what actually helps. None of these steps are particularly demanding, and all of them are within the studio’s control. While we can’t require them from clients, they are the things that consistently help us move faster and complete the search more efficiently.

A named decision-maker who is genuinely available. Not necessarily available constantly, but reachable within a predictable window and empowered to make a call. A process that routes every decision through someone who reviews candidates fortnightly will run at fortnightly pace regardless of how fast anything else moves.

Interview slots held in advance. The single most effective intervention we see. If a hiring manager blocks two provisional slots a week while a search is live, scheduling stops being a negotiation and becomes an offer of two dates. Studios that do this consistently hire noticeably faster than those that find time reactively.

Feedback within 1-2 working days. Even when the feedback is “no.” A fast rejection lets us recalibrate immediately and keeps the search sharp. A slow rejection wastes a week and tells us nothing we can use. And for candidates still in play, silence is the most common reason they quietly re-engage with a competing process.

Specific feedback rather than a verdict. “Not senior enough” tells us very little. “Strong technically but hasn’t led a team through a shipping crunch” lets us adjust the next three candidates. The precision of your feedback directly determines the precision of what comes next.

An agreed process shape at the start. How many stages, who is involved in each, and roughly how long between them. Candidates ask us this constantly, and being able to answer materially improves their willingness to stay engaged. A process nobody can describe is a process people leave.

What a delay actually costs you

It’s tempting to read a slow process as merely inconvenient. In practice it changes who you end up hiring, which is a different order of problem.

Candidate interest decays during silence, and it decays fastest among the people you most want. A strong senior candidate is typically in two or three conversations at once. The studio that responds within a day reads as organised, decisive, and genuinely interested. The studio that responds in ten days reads as ambivalent, or as somewhere decisions are hard to get, which is a reasonable inference for a candidate to draw about what working there would be like.

There’s also a memory problem. Someone approached three weeks ago has had other conversations since. They need reminding what the role was and why it appealed, and enthusiasm rarely survives that reconstruction intact. Part of our job is keeping candidates warm through the gaps, and we do it. But we’re managing decay rather than preventing it, and the only real fix is a shorter gap.

None of this means every hire should take three days. Senior appointments deserve consideration, and some processes are necessarily longer because more people need to be involved. The point is narrower: the delays that cost studios their preferred candidate are almost never the deliberate ones. They’re the accumulated incidental ones, each individually defensible, which is exactly why they’re worth watching.

What Happens After Submission

Introducing a candidate isn’t the end of our involvement. The stretch between submission and signed contract is where most processes fail, and it’s where an intermediary who talks to both sides is most useful.

We prepare candidates before each stage, so they arrive understanding what the studio cares about rather than guessing. We chase feedback and pass it on honestly in both directions. And we’re usually the first to know when something is going wrong, because a candidate will tell a recruiter things they won’t tell a prospective employer.

That feedback loop is worth taking seriously. If a step in your process is losing strong candidates, we’ll hear about it and tell you. Where it helps, we’ll work with you on changing it. A hire is a mutual decision, and a process that treats it as one-directional loses people who were ready to say yes.

What This Means If You’re a Developer

The same process looks different from the candidate’s side, and the two most common complaints we hear are lack of transparency and wasted time. Both are addressed by the preparation described above.

Because we understand the roles we’re working on properly, you shouldn’t receive offers that have nothing to do with your discipline. When we approach you, you should get the role details and requirements, information about the studio, and the salary, before any call.

On salary specifically: we share it wherever we’re able to. Some studios still resist publishing ranges, and we push back on that, because withholding it wastes everyone’s time including theirs. Where we genuinely can’t share a figure, we’ll say so rather than deflect.

Giving you that information upfront is deliberate. If the offer isn’t right for you, there’s no reason for either of us to spend twenty minutes discovering that on a call.

Why the Range of Studios Matters

We work across the full spread of the industry, from small independent teams to large AAA studios, and across PC, console, mobile, AI and more.

That range is deliberate rather than opportunistic. It’s what keeps our market intelligence current instead of narrow, which is what makes the salary benchmarking and process advice we give clients worth anything. It also means that when a candidate isn’t right for one opportunity, there’s a reasonable chance something else fits, which is better for them and keeps the relationship intact for next time.

For more on the thinking behind how we work, see our companion piece on our approach to games recruitment. For the commercial models available, see our guide to cost-effective recruitment models.


Common Questions

Who will we actually be dealing with at 8Bit?

Two dedicated Account Managers, assigned to you for the whole engagement. Two rather than one, so holidays and absence never stall your search or leave a message unanswered. Two rather than a rotating team, so you’re never re-explaining your studio, your team structure, or why a previous candidate wasn’t right. Both hold the same context.

How will we communicate during a search?

However suits you. A shared Slack or Teams channel, structured email, a standing weekly call, or some combination. We set up whatever your team actually uses rather than asking you to adopt our preference. The reason it matters is speed of candidate feedback, which is one of the strongest predictors of whether you keep a strong candidate through a process.

How many candidates will you send for a role?

As few as the role needs. We don’t send volume for the sake of visible activity, because a long list of loosely matched candidates transfers evaluation work to your hiring manager rather than removing it. Expect a small, screened shortlist and precise reasoning for each person.

How quickly do you move?

Approaching a candidate, screening them, and getting a CV with written notes to the hiring manager can happen within a day or two, and that’s what we aim for. After that the pace is shared. We’ve placed a senior game development professional within seventy-two hours of the kickoff call, which was possible because the client made themselves available for meetings at short notice and gave decisions rather than deferrals. The same search with a few days’ wait at each feedback point becomes a three-week process, which is long enough for a senior candidate to accept something else.

What can we do on our side to hire faster?

Four things, none of them onerous. Name a decision-maker who is reachable within a predictable window and empowered to decide. Hold provisional interview slots in advance while a search is live, which is the single most effective intervention we see. Give feedback within forty-eight hours, even when it’s a no, because a fast rejection lets us recalibrate while a slow one wastes a week. And make the feedback specific rather than a verdict: “hasn’t led a team through a shipping crunch” is actionable, “not senior enough” isn’t. Studios that do these consistently hire noticeably faster than those that don’t.

Will you tell us if our salary or process is a problem?

Yes, and with data rather than opinion. If a band has fallen behind what the market pays for that role and region, or a step in your interview process is losing strong candidates, we’ll raise it. We’d rather have that conversation at the brief stage than three months into a stalled search.

Do you only work with large studios?

No. We work across the full spread of the industry, from small independent teams to large AAA studios, and across PC, console, mobile, and XR. That range is deliberate: it’s what keeps our market intelligence broad enough to make the benchmarking we give clients genuinely useful.

What information do candidates get before a call?

The role details and requirements, information about the studio (agreed beforehands with the studio), and the salary wherever we’re able to share it. We give that upfront deliberately, because if the offer isn’t right for the candidate there’s no reason for either side to spend twenty minutes discovering that on a call. Where a studio won’t publish a range we push back, and where we genuinely can’t share a figure we say so rather than deflect.