Why Palworld’s Studio Wants Devs With Steam Playtime

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Why Palworld’s Studio Wants Devs With Steam Playtime

Why Palworld’s Studio Wants Devs With Steam Playtime

The breakout success of Palworld has put its developer, Pocketpair, under a bright spotlight. That light got even harsher after the company’s CEO publicly explained a controversial hiring rule: if a game design applicant has no Steam play history at all, they effectively fail the initial resume screening. The studio even asks candidates to submit screenshots of their Steam library and playtime as part of the application process.

This unusual requirement has sparked heated discussion about what it means to be a “real” gamer in the games industry, whether this kind of filter is fair, and how much personal playtime should matter when studios evaluate new hires. Below is an in‑depth look at Pocketpair’s reasoning, the broader context of hiring in game development, and what job seekers can learn from the situation.

Background: From Surprise Hit to Stricter Hiring

Pocketpair is a relatively small Japanese studio that suddenly found itself in the global spotlight thanks to Palworld, a monster-collecting survival game that blends creature companions with base building and shooter mechanics. The project moved millions of copies in a short time on PC via Steam and on console, making it one of the most-watched titles in the survival and crafting space.

In a recent post on X (formerly Twitter), Pocketpair’s CEO shared details about how the studio screens applicants for planning and design roles. He noted that:

  • Game design candidates are asked to provide screenshots of their Steam play history.
  • Applicants who have never played any games on Steam generally do not pass the document screening stage.
  • Playtime on other platforms (such as PlayStation or Xbox) can be provided, but a total absence of Steam play is, in principle, disqualifying.

The CEO expanded on this by saying the studio wants colleagues who actively play Steam titles, particularly indie games that only exist on PC. That preference highlights a deeper belief: serious game creators should be immersed in the ecosystem where many experimental and innovative games are launched first.

Inside Pocketpair’s Steam-First Hiring Philosophy

While the rule has drawn criticism for being narrow and potentially exclusionary, it does reflect a coherent internal philosophy about what kind of mindset Pocketpair wants in its game creators.

1. Treating Playtime as Evidence of Engagement

From the studio’s perspective, verifying Steam libraries is a quick way to see whether an applicant is actively exploring games rather than only making them. A healthy play history suggests that a designer:

  • Regularly samples new titles, genres, and systems.
  • Stays aware of evolving trends in balance, monetization, and UX.
  • Builds a mental library of reference points to draw from when designing their own mechanics.

That approach lines up with a longstanding industry belief: great game designers are often voracious players. Many studios consider personal play habits an informal signal of curiosity and ongoing learning, even if they don’t formalize it as a hard rule.

2. Emphasis on PC and Indie Ecosystems

Steam remains the dominant storefront on PC, and PC continues to be a hotbed for independent developers, early access projects, and experimental genres. Research from the International Game Developers Association (IGDA) highlights how PC and mobile platforms are central for indie creators, while console platforms remain more dominated by larger, established studios.1

By privileging Steam playtime, Pocketpair is effectively saying: “We want coworkers who live where cutting-edge, low-budget, and high-risk ideas appear first.” That’s particularly relevant for a studio like Pocketpair, which has built its identity around unusual genre blends and bold systems.

3. Using Interviews to Validate Authenticity

The CEO has also indicated that candidates cannot simply fake screenshots with someone else’s account. During interviews, the studio reportedly asks detailed questions about:

  • Which titles dominate the applicant’s Steam playtime.
  • Why specific mechanics in those games work as they do.
  • How those mechanics compare with others in the same genre.

These questions are designed to surface whether the candidate can explain design choices in depth, critique them, and connect them to broader genre conventions. It’s not just about having hours logged; it’s about being able to analyze and articulate what those hours taught you.

Why This Hiring Rule Is Stirring Debate

Despite the internal logic, the announcement has stirred substantial debate online. Developers, players, and aspiring applicants have raised both praise and criticism.

Praise: Passion and Literacy as Non-Negotiables

Supporters argue that the rule is a blunt but honest way to enforce something many teams already value quietly:

  • Demonstrated passion: If you’re designing games for a living, it seems reasonable to expect that you actively play them, not just treat them as work.
  • Media literacy: Game designers should understand contemporary design trends, monetization patterns, and UX standards, which are easiest to follow by playing recent releases.
  • Shared references inside the studio: A team that has played many of the same titles can communicate more efficiently when brainstorming or problem-solving.

Some developers compare this to other creative industries, where reading widely is considered essential for authors, and watching films is indispensable for filmmakers. Professional organizations have similarly emphasized the importance of broad media literacy in design disciplines more generally.2

Criticism: Narrow, Platform-Centric, and Risky

Critics counter that the rule is overly rigid and risks excluding talented people for reasons that are only loosely tied to their skills. Common objections include:

  • Platform bias: Many players focus on console or mobile ecosystems rather than PC, especially in regions where consoles are more affordable or accessible than gaming PCs.
  • Economic and geographical barriers: Not everyone can afford a PC capable of running modern Steam titles, nor is Steam equally dominant worldwide. The World Bank and ITU have previously noted large disparities in digital access by region and income.3,4
  • Accessibility and disability concerns: Some players rely on console accessibility features or hardware support that’s better on certain platforms, which may not be reflected in Steam playtime.
  • Experience vs. metrics: A candidate might have hundreds of hours making prototypes, mods, or shipped projects, yet relatively little documented playtime on any one platform.

There’s also a broader concern: once a studio codifies a metric like “Steam games played” as a gate, it may unintentionally encourage candidates to grind hours for appearances rather than focusing on reflective, thoughtful play or portfolio-building.

How Pocketpair’s Policy Compares With Industry Norms

Pocketpair’s Steam-focused filter is unusual, but the instinct behind it is not. Many game studios expect applicants to be active players and test candidates’ familiarity with recent titles from both their own catalog and competitors.

Common Requirements in Game Design Roles

Job listings from major publishers and independent studios frequently call for some version of “deep understanding of games” or “extensive familiarity with contemporary titles.” Typical expectations include:

  • Playing widely across genres relevant to the studio’s projects.
  • Having a strong grasp of game loops, progression systems, and balance.
  • Being able to deconstruct features and explain why they succeed or fail.

Large studios often assess this via design tests, portfolio reviews, and interview questions like “What game systems would you redesign and why?” rather than by checking Steam activity logs. In that sense, Pocketpair’s policy is an explicit and measurable version of a softer norm.

Where Pocketpair Stands Out

What distinguishes Pocketpair is not that it cares about developers playing games, but that it:

  • Privileges a specific platform (Steam) as a baseline.
  • Uses a quantitative threshold (zero Steam games played) as a disqualifier.
  • Publicly emphasizes indie PC games as a defining part of a candidate’s literacy.

This approach may make sense for a studio that builds and sells primarily on Steam and PCs. However, it is less common at multiplatform giants that ship across PC, console, and mobile, where a more platform-agnostic view of play experiences tends to prevail.

Implications for Aspiring Game Developers

Whether or not you agree with Pocketpair’s rule, it’s a useful wake-up call for students and career changers who want to work in game development. The controversy highlights several practical lessons.

1. Being a Player Still Matters

Across most studios, you will be expected to:

  • Play games in the genres you want to design for.
  • Keep up with major releases, especially those that influence your target market.
  • Be prepared to talk analytically about what you play.

Even if a studio doesn’t demand Steam screenshots, it will notice whether you can reference recent titles, critique them, and make design comparisons.

2. Build a Diverse and Documented Play History

Instead of treating playtime as a secret hobby, consider documenting it in ways that help your candidacy:

  • Keep a journal or blog where you write short breakdowns of games you finish.
  • Create personal design case studies (e.g., “What this game does with progression that others don’t”).
  • Use platforms like Steam, PlayStation, Xbox, or even mobile stores to track what you’ve played and for how long.

These records can feed directly into your portfolio, showing not just that you play but that you think critically about what you play.

3. Balance Playtime With Output

Playtime alone is never enough. Studios still prioritize:

  • Prototypes, mods, or small games you’ve built.
  • Contributions to game jams or open-source projects.
  • Clear, concise documentation of your design thinking.

Smart candidates treat games they play as research, actively dissecting systems and folding those insights back into their own work, rather than simply accumulating hours.

Pros and Cons of Playtime-Based Hiring at a Glance

Potential BenefitsPotential Drawbacks
Ensures candidates are actively engaged with current games.Risks excluding capable candidates who play mainly on other platforms.
Signals a culture where playing and analyzing games is valued.May favor applicants with better hardware access and disposable income.
Gives a quick, simple screening tool for large volumes of applications.Reduces complex experience to a single metric that can be gamed.
Aligns team experience with the studio’s primary platform (Steam).Could narrow diversity of perspectives and play backgrounds.

Frequently Asked Questions

Does Pocketpair only look at Steam playtime?

Based on the CEO’s comments, Steam playtime is a primary filter for planning and design roles, especially when the number of Steam games played is zero. However, he has also indicated that substantial playtime on other platforms like PlayStation or Xbox can be submitted. The key red flag, from Pocketpair’s point of view, is complete absence of Steam activity, not low hours.

Is it common for studios to reject candidates with no Steam games?

No. While many studios prefer applicants who are active players, most do not enforce this through a strict Steam-based rule. Instead, they rely on interviews, design tests, and portfolios to gauge familiarity with games. Pocketpair’s approach is unusual in how explicit and platform-specific it is, even if the underlying expectation (that designers should play games) is widely shared.

What if I mainly play on console or mobile—am I at a disadvantage?

For studios that focus heavily on PC, including those releasing primarily via Steam, you may be at a disadvantage if you have almost no PC experience. For mobile-focused or console-first studios, your console or mobile background may be more than sufficient. As a general rule, aligning your playtime with the platforms you want to work on will help your candidacy.

Should I start grinding Steam hours just for my resume?

Playing games purely for a playtime metric is unlikely to impress on its own. If you want to strengthen your profile for PC-focused studios, prioritize:

  • Playing representative games in your target genre.
  • Taking notes on what works and what doesn’t.
  • Translating those observations into small design exercises or prototypes.

Hours matter far less than what you learn from them and how well you can explain that learning in interviews and portfolios.

What broader lessons does this controversy suggest?

The discussion around Pocketpair’s policy underscores that game studios want more than technical skills. They look for candidates who:

  • Engage deeply with the medium as both players and creators.
  • Understand the ecosystems where their games are released.
  • Can talk thoughtfully about design decisions in other titles.

Even if you never apply to Pocketpair, building those qualities will improve your chances across the industry.

References

  1. Developer Satisfaction Survey 2021–2023 — International Game Developers Association (IGDA). 2023-07-01. https://igda.org/resources/developer-satisfaction-survey/
  2. Designing for Interactive Systems: Media Literacy in UX and Game Design — Interaction Design Foundation. 2022-05-10. https://www.interaction-design.org/literature/article/
  3. World Development Report 2021: Data for Better Lives — World Bank. 2021-03-24. https://www.worldbank.org/en/publication/wdr2021
  4. Measuring Digital Development: Facts and Figures 2023 — International Telecommunication Union (ITU). 2023-11-30. https://www.itu.int/hub/publication/d-ind-ict_mdd-2023/
  5. GDC State of the Game Industry 2024 — Informa Tech/GDC. 2024-03-01. https://reg.gdconf.com/state-of-game-industry

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