Skills, Training and Education in the Games Industry 2026 report summary
TIGA’s “Skills, Training and Education in the Games Industry 2026” report is based on a late-2025 survey of 34 UK game companies (employing over 3,000 developers, roughly 11% of the UK dev workforce). The findings highlight a strong talent pipeline: UK studios report a largely proficient workforce and a steady flow of new graduates. In fact, developers estimate about 89% of their teams are fully proficient in their roles. However, the report also notes that shortages persist in specialist and emerging roles, indicating that certain skills gaps remain even as the industry slows down.
Comparing UK games skills shortages 2024 vs 2026 (trend and reasons for change)
Skills shortages have eased significantly since 2024. TIGA’s 2024 report found about 50% of studios were struggling to fill roles, whereas the 2026 survey shows only 29% of studios reporting gaps. This downward trend largely reflects the recent industry downturn: with fewer open positions during 2024–25, the headline shortage rate has dropped (from ~70% of studios in 2023 down to 29% now). In short, while the easing economy has reduced demand for hires, the remaining vacancies are more likely to be in highly specialized areas where candidate quality is critical.
TIGA reports 29% of UK game studios are still grappling with skill shortages
TIGA’s latest research finds that 29% of UK game studios still report skills shortages. This marks a sharp fall from roughly 70% of studios in 2023 and 50% in 2024. The reduction is attributed to the industry contraction, but it also means that nearly a third of companies remain unable to find all the talent they need. According to TIGA, these shortages “persist, particularly in specialist and emerging roles”, suggesting that core gaps have narrowed but niche skill shortfalls linger.
Why UK game studios still have skills shortages (lack of qualified applicants)
The primary reason studios still struggle to fill vacancies is a shortage of suitably qualified candidates. Among the studios experiencing shortages, 79% said too few applicants had the required skills, experience or qualifications. In practice, many studios report that incoming resumes and portfolios often lack relevant project work or up-to-date technical know-how. For example, hiring managers note applicants may have general computing skills but not the specific programming or art pipeline experience needed. In short, the skills gap today is less about not having open jobs and more about a mismatch between job requirements and what candidates offer in terms of training and experience.
79% of studios cite insufficiently skilled applicants as the main cause of shortages
A clear majority of affected studios 79% specifically point to insufficiently skilled applicants as the root cause of their hiring problems. This finding underlines that even with a pool of applicants, the quality does not meet industry needs. In other words, nearly four in five studios with vacancies find that candidates lack the necessary expertise. The 2026 report emphasizes this as the overriding factor behind shortages: while the number of candidates has rebounded, their qualifications often fall short of studio expectations, especially for technical game development roles.
Which roles are hardest to hire in UK game development (programming, art, tech art)
The report identifies programming roles as by far the toughest to fill. Over half of affected studios (57%) report shortages in programming positions, reflecting the global demand for skilled coders. In contrast, only about 14% of studios cited difficulties filling art or game design roles. (Industry observers note that technical artist (Tech Art) positions which bridge art and engineering are also highly in demand, though the survey did not break them out separately.)
In general, developers say any role that requires both deep technical skills and creative ability (like engine programmers, AI specialists or technical artists) is hardest to recruit for. By comparison, more entry-level or general positions like community management and data analytics were reported as easier to fill (each around 7%).
UK game studio recruitment challenges 2026 (experience, qualifications, and portfolios)
Recruiters report that strict experience and portfolio requirements are compounding the problem. TIGA’s data show 82% of new hires come from experienced industry professionals, with only 17% from fresh graduates and a mere 1% from apprenticeships. This heavy reliance on seasoned talent indicates studios’ preference for proven track records. Many entry-level applicants struggle to meet expectations; their portfolios or degree projects often lack the scale or polish studios look for. In short, studios are seeking candidates who can “hit the ground running,” so those without substantial real-world project experience (and well-developed portfolios) face steeper barriers to entry in 2026.
How AI and new production workflows are changing skills demand in UK games
AI-assisted tools and modern pipelines are reshaping which skills studios prioritize. Generative AI can now automate routine tasks like asset creation, level layout and code generation, allowing developers to focus on creative design and problem-solving.
For example, major engines like Unreal and Unity are integrating AI features directly into their core toolsets (auto-generating environments, optimizing assets, etc.). The result is that studios increasingly look for developers who are fluent in AI-augmented workflows: those who can use AI content generators and code-assist tools effectively alongside traditional skills. A 2025 industry survey found 36% of game developers using generative AI tools (mostly in production and testing), and 95% said it reduced repetitive work. In hiring terms, this means candidates who demonstrate comfort with AI tools as well as strong creative judgment will have an advantage in new game development roles.
TIGA survey methodology: how the UK games skills data was collected
TIGA’s 2026 skills report draws on a formal industry survey completed in Q4 2025. Respondents included 34 UK game companies employing a total of 3,064 developers (about 11% of the UK development workforce). The survey was compiled by TIGA with research support from the University of Portsmouth, a leader in games education. Questions covered current skill shortages, hiring challenges, training practices and perceived gaps. The broad sample spanned indie developers to larger studios, giving a snapshot of national trends. (Notably, some data also reference earlier TIGA surveys and related reports for example, TIGA’s Making Games 2026 report to highlight how the sector has changed over recent years.)

How UK studios are responding to skills gaps (training, upskilling, internal development)
With external hiring difficult, many studios are doubling down on internal development. The report finds that among companies facing shortages, 68% have made internal promotions into vacant roles and 51% have increased training for existing staff. Almost half (47%) have redefined job roles to better match current staff skills. Outsourcing work is another common tactic (57% of studios) to handle overflow tasks. Importantly, all surveyed games businesses provide some form of employee training: a third offer on-the-job training (non-qualifying) and a quarter send staff on formal courses. On average, studios devote about 13.5 training days per employee per year. In summary, UK companies are actively upskilling their teams through mentorship, courses, and career development to fill gaps from within.
Impact of skills shortages on UK game projects (delays, workload pressure, outsourcing)
Skills gaps have clear operational impacts. Most studios with shortages say it raises stress on their teams: 62% report that vacancies increase the current staff’s workload. Many resort to outsourcing work to cope (40% reported hiring contractors or external studios). According to independent evidence, such shortages have even led to project delays: one industry report found 54% of studios experienced development delays because key roles went unfilled. The good news is that relatively few reported losing business outright: only ~23% say shortages hindered company growth, and just 6% lost deals to competitors. Nevertheless, the combination of longer schedules, heavier workloads, and outsourced contracts underscores why TIGA emphasizes boosting the talent pipeline.
UK games education and industry alignment: what TIGA says needs to improve
TIGA stresses that better alignment between education and industry is needed. Surveyed developers urged universities to embed industry-led projects and real-world workflows into courses, ensure students learn the current tools studios use, and develop both technical and soft skills like teamwork. On policy, TIGA calls for vocational and further-education qualifications that match game industry requirements, and stronger college–studio partnerships. Specific recommendations include sustainable funding for FE colleges (to keep gaming-related courses up to date), industry secondments for teaching staff, and funding incentives for companies to provide training and internships. In short, the report argues for “closer collaboration between industry and education,” with practical experience and updated curriculums so graduates are job-ready.
Apprenticeships and skills programs for UK game developers (what options exist)
Dedicated game-industry apprenticeships are still emerging but growing. For example, Sumo Digital’s Academy offers a government-recognised Level 7 Game Programmer apprenticeship co-developed with industry partners. This program has trained cohorts in programming (and now has its first technical art apprentices). Other studios run bespoke schemes: some major developers and publishers host internship or training programs for developers, artists and designers.
The UK government also supports broader Digital & Technology apprenticeships that some games companies use for entry-level talent. Despite these, uptake remains low: only 1% of new hires in 2025 came through apprenticeships. Industry groups like Into Games are expanding vocational paths (bootcamps, vocational degrees and internships) to help bridge this gap. In summary, while options exist (especially for programming roles), scaling apprenticeships and linking them to game-specific skills is an area for development.
How immigration and global hiring affect UK game studio talent pipelines
International recruitment remains a key part of studios’ talent strategies. With just 17% of hires coming from recent domestic graduates (and 82% from industry veterans), UK studios rely on experienced workers including those from abroad. TIGA therefore calls for maintaining an effective Skilled Worker visa system so companies can hire necessary specialists. In practice, this means that any tightening of immigration rules could exacerbate shortages, while a stable migration route can help fill roles in short supply.
TIGA notes that global tech hubs (Europe, North America, Asia) attract talent quickly, so ensuring the UK remains competitive for skilled migrants is crucial. In essence, simplifying international hiring is seen as one tool to shore up the UK pipeline alongside domestic training efforts.
What UK game studios should do next to reduce skills shortages (practical recommendations)
To bridge remaining gaps, studios need a mix of strategies. The report notes many firms are already investing in training and internal promotion, but recommends doing even more. Practical steps include offering more internships, work placements or entry-level rotations to build candidate experience; partnering with universities on live project modules; and being flexible in role definitions to tap nearby talent. Companies could also broaden hiring criteria (for example, valuing transferable tech skills or offering training-on-the-job to promising junior candidates).
Continuing to redefine roles internally as many already do and reallocating staff efficiently can help. Finally, industry leaders should work with policymakers and educators to improve vocational training and attract diverse applicants. By combining aggressive internal upskilling (coursework, mentorship, redefined career paths) with proactive external recruitment efforts, studios can begin to close these skill gaps. As TIGA’s CEO Richard Wilson and education partners emphasize, such coordinated action (including support for apprenticeships and a clear migration pathway) is essential to ensure the UK continues to produce and attract the talent needed for future games development.
Conclusion: The TIGA 2026 report shows that overall UK game industry skill shortages have eased but not disappeared. 29% of studios still have vacancies in critical roles, especially in programming and specialized tech positions.
The root issue is largely a shortfall in qualified applicants, highlighting a disconnect between graduate skills and employer needs. Moving forward, UK games companies and educators must work together to close this gap: studios should continue upskilling their teams (through training, mentoring and apprenticeships) and expand outreach to new talent, while curricula and vocational programs must be better aligned with real-world development demands. Supported by sound immigration and training policies, these efforts will help rebuild a robust talent pipeline. By taking coordinated action on education, hiring practices and workforce development, UK game studios can ensure they have the skilled people needed for the industry’s long-term growth.
Frequently Asked Questions (FAQs)
- What does TIGA’s 2026 report reveal about skills shortages?
It shows 29% of UK game studios still have vacancies they can’t fill. This is a major drop from past years, but it means roughly 3 in 10 companies are struggling to hire key talent. - What is causing these skills shortages?
The report finds that an inadequate supply of qualified applicants is the main cause. In 79% of cases with shortages, studios blamed applicants’ lack of required skills, experience or qualifications. In other words, studios often find applicants simply aren’t job-ready. - Which game development roles are hardest to recruit for?
Programming and other technical roles top the list. 57% of studios with shortages had open programming positions, versus only 14% for art or design roles. Technical artist (Tech Art) roles are also very in-demand. Essentially, any specialist engineering role (game engine developer, AI engineer, etc.) is much harder to fill than more general positions. - How have skills shortages changed since 2024?
They have eased. In 2024 about 50% of studios reported gaps; by 2026 only 29% did. This improvement is largely due to the industry downturn reducing hiring. However, the remaining shortages are concentrated in specialist skills. - What are studios doing to address skills gaps?
Many are focusing on training and development. TIGA found that 51% of affected studios increased training for staff, and 68% promoted internally to fill vacancies. Nearly all companies offer some employee training (on average ~13.5 days per employee per year). Outsourcing and redefining job roles are also common stop-gap measures. - How do skill shortages affect game projects?
They tend to slow work and strain teams. About 62% of studios say shortages have increased workload for current staff, and a similar proportion report needing to outsource work. Independent analysis found 54% of studios experienced project delays due to skill gaps. Fewer projects reach milestones on time, and companies may have to delay product schedules or hire contractors to avoid missing deadlines. - What needs to improve between education and industry?
TIGA emphasizes stronger collaboration. Game-related courses should include industry-led projects and current tools, and universities should work closely with studios. TIGA calls for vocational qualifications that align with games industry needs, more internships and placements, and even secondment of industry experts into colleges. Better linking curriculum content with studio pipelines (in art, programming and production) is a key recommendation. - Are apprenticeships helping to fill the gap?
Apprenticeships in games are growing but still rare. For example, Sumo Digital’s Academy offers a Level 7 Game Programmer apprenticeship accredited by the Institute for Apprenticeships. There are now also technical art cohorts at such programs. Despite these innovations, only about 1% of new hires in 2025 came via apprenticeships. More studios are beginning to adopt such schemes, but uptake is still low compared to the need. - How is AI affecting skills demand in games?
AI is automating many routine tasks (like asset creation and testing) and being integrated into development tools. As a result, studios increasingly want developers who can effectively use AI-assisted workflows. A 2025 survey found 36% of game devs were already using generative AI in some part of production. In practice, this means new hires are expected to complement AI (by guiding it with creative judgment) rather than fearing it replaces jobs. Candidates with familiarity in AI tools and pipeline automation are in growing demand. - Will changes to immigration policy affect hiring?
Yes. TIGA explicitly notes that a stable immigration system is vital for studios to recruit specialists. Currently, many UK studios rely on overseas talent (only ~17% of hires are domestic grads). If visa rules tighten, it could hamper the flow of experienced developers into the UK. Conversely, maintaining or streamlining the Skilled Worker visa route (especially for tech roles) will help studios plug skill gaps with international hires.
Conclusion
TIGA’s 2026 skills report confirms that the UK games industry has largely weathered the recent downturn, with overall shortages much lower than a few years ago. However, nearly a third of studios still struggle to recruit for key roles, especially in programming and other specialized areas. The root problem remains a mismatch between employer needs and graduate skillsets: an overwhelming 79% of studios cite a lack of qualified applicants as the main issue.
To solve this, the industry must continue investing in its own people (training, mentoring and apprenticeships) while working with educators to ensure graduates have up-to-date, project-based experience. At the same time, policies that boost vocational training and allow international talent to flow in will help broaden the talent pool. By taking a coordinated approach expanding in-house upskilling and improving recruitment pipelines UK game studios can begin to close the remaining skills gaps and support future growth in the sector.
Sources and Citations
- MCV/DEVELOP
https://mcvuk.com/business-news/industry-news-tiga-report-highlights-ongoing-skills-challenges-in-uk-games-industry-as-studios-invest-in-training-and-adaptation/ - UK Parliament Committees — Matchingham Games written evidence
https://committees.parliament.uk/writtenevidence/155938/pdf/ - Education Forum
https://education-forum.co.uk/briefing/uk-games-sector-skills-gaps-highlight-growing-need-for-industry-aligned-education-investment/ - Sumo Digital Academy — Game Programmer Apprenticeship
https://www.sumo-academy.com/game-programmer-apprenticeship - Sumo Digital Academy — Meet the Apprentices
https://www.sumo-academy.com/meet-the-apprentices - Lorien Insights
https://www.lorienglobal.com/insights/ai-in-game-development-what-it-means-for-developers-in-2026
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