How to write a game UI job post that gets good applicants
Experienced designers read twenty posts a week and reply to two. The difference is never the budget, it is whether the post shows that you know what you are asking for. Here is what to include, a template you can copy, and the phrases to delete.
In this article
Open to new projects
Hadjoudj Idris
Game UI/UX Designer
Upwork100% Job Success
Hire me Browse the workIf your post got fifty replies and none of them were right, the post did the filtering. A vague brief attracts people who will accept a vague brief, which is exactly the group you do not want.
Why most posts get the wrong people
Three failures account for nearly all of it, and all three are about the same thing: an experienced designer cannot tell from your post whether this project is real.
- No scope. "We need UI for our game" could be three screens or eighty. Nobody can quote it, so the people who reply are guessing, and their number will change.
- No budget. Withholding it is meant to preserve negotiating room. What it actually does is signal either that there is no budget or that you have not thought about it. Both make good designers scroll on.
- Nothing to look at. No build, no trailer, no screenshots. Designers evaluate projects the way you evaluate them: on evidence.
What a good post contains
| Section | Why it is there |
|---|---|
| The game, in one line | Genre and hook. Lets people self-select on interest in about three seconds |
| A link to something | Build, trailer, screenshots, store page. The single highest-impact element |
| Platform and inputs | PC, console, mobile, VR, and which inputs. Changes the work more than anything else |
| What already exists | Engine, art direction, existing UI, wireframes. Tells them what they inherit |
| A screen list | Even a rough one. This is what turns replies into quotes rather than questions |
| Scope of the role | Design only, or design plus implementation. Very different hires |
| Budget range | A range. Filters accurately in both directions and speeds everything up |
| Timeline | The real deadline and what it is tied to |
| How to apply | What you want to see, and what you will do next |
The template
Copy this, replace the bracketed parts, delete anything that does not apply. It takes ten minutes and it will outperform a post that took an hour of careful vagueness.
- 01
Title
Game UI/UX designer for [genre] on [platform], [rough screen count] screens, [budget range]. Put the useful facts in the title. Most people never read further than it. - 02
The game
"[Name] is a [genre] for [platform]. [One sentence on the hook.] We are [team size] people, [stage: in production / pre-alpha / preparing a demo]. Here it is: [link to build, trailer or screenshots]."
- 03
What we need
"We need [design only / design and Unity implementation] for roughly [N] screens: [list them, even roughly, e.g. main menu, settings, pause, results, HUD, shop, inventory]. Inputs: [mouse and keyboard / gamepad / touch]. Engine: [Unity / Unreal / custom]."
- 04
What already exists
"We have [art direction / a style guide / placeholder UI / nothing yet]. [If wireframes or a flow exist, say so.] You would be [starting from scratch / working within an established look]."
- 05
Budget and timeline
"Budget: [$X to $Y] for the full scope, or [$X/hr] if you prefer hourly. Timeline: we need this by [date], which is tied to [demo / festival / publisher milestone]."
- 06
How to apply
"Please send: a portfolio link with at least one full flow rather than single screens, a rough estimate for the scope above, and your availability. We will reply to everyone within [N] days and shortlist for a short call."
That last promise matters. Saying you will reply to everyone, and then doing it, is unusual enough that it improves your response rate on the next post you write.
The phrases that repel good designers
| Delete this | Because it reads as |
|---|---|
| "Rockstar", "ninja", "wizard" | A post written by someone who has not hired a designer before |
| "Must be passionate about games" | A preamble to asking for a discount |
| "Long-term potential" instead of a rate | Payment in future work, which is not payment |
| "Revenue share" offered as the fee | No budget. Fine between founders, insulting as a rate |
| "Should be quick and easy for the right person" | You have not counted the states, and you will argue about scope |
| "Please provide a sample design of our main menu" | Free spec work. The good designers stop reading here |
| "Competitive rates" | Below market. Everyone reads it that way |
| "We have many more projects coming" | A discount request wearing a promise |
| "Simple UI, just a few screens" | A scope that will double. Say the number instead |
Yes, name a budget
This is the most common objection, so it is worth answering directly. The fear is that naming a number means paying the top of it. In practice the opposite happens.
- A range filters in both directions. People too expensive for you self-deselect instead of consuming your week. People far below it become visible as the wrong fit.
- It gets you real quotes. Without a range, quotes are guesses at what you might accept, and they move once scope is discussed.
- It signals seriousness. Anyone who has freelanced for a year has been burned by a project with no budget. Naming one moves you into a different pile.
- You can shape scope around it. "We have $4,000, what does that buy?" is a genuinely good brief, and experienced designers answer it well.
- It saves the awkward part. The money conversation is going to happen. Having it first costs a line of text instead of two weeks.
If you truly do not know what to name, the ranges by scope in what game UI/UX design actually costs will get you within the right band.
Where to post it
The post and the channel interact: the same text performs very differently in a marketplace and a community. Full comparison in where to find a game UI/UX designer.
- Marketplaces: lead with scope and budget. Invite people directly as well as posting; the strongest freelancers are often not scanning the board.
- Games job boards: lead with the game and the team. This audience selects on the project, not the transaction.
- Communities and Discords: read the rules first, always state the budget, and never post revenue-share as a fee.
- Direct outreach: do not paste the post. Write six specific lines instead, referencing something in their actual work.
Screening the replies quickly
A decent post produces fifteen to forty replies. You can get to a shortlist of five in under an hour with a fixed order.
- Delete anything generic. If it does not mention your game specifically, it was sent to fifty people. This removes half the pile in five minutes.
- Open the portfolio before reading the pitch. Two minutes each. Look for full flows, the unglamorous screens, and written reasoning. How to read a portfolio properly is in how to hire a game UI/UX designer.
- Check they answered the scope. A reply with an estimate and a question about your states is worth ten enthusiastic ones.
- Value the good questions most. The strongest signal in the whole process is someone asking what you left out.
- Shortlist three to five. Any more and the calls stop being useful.
- Reply to everyone else. One line. It costs ten minutes and it is the reason people take your next post seriously.
The first reply you send
Keep it short, and put the next step in it. Ambiguity here loses good candidates to faster clients.
That message does four things at once: it proves you looked at their work, it asks the two questions that reveal experience, it sets a timeline, and it tells them the test will be paid. Designers answer that message.
What happens after you pick someone
- Agree four things in writing before work starts: the screen list, the number of revision rounds and what counts as one, the delivery format, and who owns the source files.
- Run a paid test of two to four hours on work adjacent to yours, not on the screens you need delivered.
- Name one decision maker. Design by committee is the most expensive process in games.
- Book your own feedback time. Two working days per milestone, one consolidated list. Late feedback is the most common cause of missed deadlines, and it is entirely within your control.
Should I put the budget in a game UI job post?
Yes, as a range. It filters in both directions, gets you real quotes instead of guesses, and signals that the project is funded. Withholding it does not preserve negotiating room; it mostly reduces the number of experienced people who reply.
How long should a job post be?
Short enough to read in a minute. The game in one line, a link, platform and inputs, a rough screen list, budget range, timeline, and how to apply. Anything longer is usually describing your vision rather than the job.
Is it acceptable to ask for a test task?
Yes, if you pay for it at their rate and keep it adjacent to your real work rather than on it. Two to four hours is normal. Asking for a free design of a screen you need is spec work, and the designers you want will decline it.
How many applicants should I expect?
A specific post with a budget typically draws fifteen to forty replies on a marketplace, fewer but better-matched ones on a games job board. If you get hundreds, the post was too vague to filter; if you get almost none, it is usually missing a budget, a scope or a link.
Can I offer revenue share instead of payment?
Between founders sharing risk it is a legitimate structure. Offered to a contractor in place of a fee, it reads as an inability to pay and filters out exactly the experienced people you want. If you use it, pair it with a real fee and put the terms in writing.
What if I do not know how many screens I need?
Guess, and say you are guessing. "Roughly 12 screens, probably more once we count the states" is a genuinely useful brief. Absent scope produces guesses; wrong scope produces a conversation, which is what you want.
Should I post publicly or reach out directly?
Both. Posting reaches people who are looking; direct outreach reaches people who are good and busy. Do not paste your post into a direct message, though. Write six specific lines that reference their actual work.
How quickly should I reply to applicants?
Within a few days, to everyone. Good freelancers are usually talking to more than one client, and slow replies lose them to whoever answered first. Saying in the post when you will reply, and then doing it, is a real competitive advantage.
What is the single biggest improvement I can make to a post?
Add a link to something playable or watchable. It outperforms every other change, because it lets a designer evaluate the project in thirty seconds instead of taking your word for it.
Hadjoudj Idris
Game UI/UX Designer, Remote, worldwide
Need this done properly on your game?
Menus, HUDs, a full UI system, or one screen that isn't working. Tell me what you're building and I'll tell you honestly whether I'm the right fit, and what it would cost.
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