An interactive simulation of building a junior games-industry application from scratch: pick a discipline, spend nine weeks of prep time across six kinds of material, then watch three studios — an 11-person indie, a 210-person mid-size, and a 900+-person AAA — respond to what you built.
Live site: https://jamesbell2021.github.io/bmet-breaking-in/
Built for Unit B1 Phase 3 — creating materials for career progression using technical practice (B1.3, assessed under AC3: technical skill) at Belfast Met.
- Pick a role — environment artist, character artist, games designer, gameplay programmer, animator or technical artist. Each is screened differently, and the weighting behind every studio verdict changes with the choice.
- Spend nine weeks across six materials — personal brand, recapturing/organising old work, CV and personal statement, portfolio or showreel, online presence, and supporting material (write-ups, design docs, references). Each can be skipped, done roughly, or done properly; doing everything properly costs thirteen weeks, so the nine-week budget forces a real trade-off. Every material has a "why this matters" explainer — that reasoning, not the clicking, is the part that's actually assessed.
- Apply. Three studios each judge the resulting profile against a gated set of thresholds (findability, evidence of craft, credibility, professionalism, role fit) and return a verdict with a specific, in-character story explaining exactly where the application stopped being read — plus the fix.
- See the grade band. A closing summary maps the outcome to Pass / Merit / Distinction language against AC3.
Every piece of industry jargon (CV, breakdown, turntable, ArtStation, keyword filter, and so on) is a tappable term with a plain-English explanation, and the full glossary is listed at the bottom of the page for printing.
Runs well as a single lesson: pick a role, spend the budget, apply, discuss why the grade band landed where it did, then reroll with a different role or a different spending pattern to see how the same profile reads completely differently to a different discipline's gatekeepers. It intentionally rewards deciding what to cut as much as it rewards building more — that's the AC3 technical-skill judgement the unit is assessing.
No build step, no dependencies beyond two Google Fonts. Sound and music are generated live from note data via the Web Audio API — there are no audio files, so the page works fully offline once downloaded.
- Online: use the GitHub Pages link above.
- Offline: download
index.htmland open it in any browser.
Everything lives in <script> at the bottom of index.html:
TERMS— the jargon glossary. Any{{key|display text}}in a string elsewhere in the file becomes a tappable glossary term automatically.ROLES— the six disciplines and how each material is weighted for that role.MATS— the six buildable materials, their three levels (skip/basic/properly), time cost, and stat impact.STUDIOS— the three studios, each with agatesarray of stat thresholds checked in order, and awincase for clearing all of them.
🤖 Built with Claude Code