Creative director
| Highest | $12,000 / mo · United States |
|---|---|
| Experience | 8+ yrs |
| Degree | Required |
| First paycheck | 4 years of study + 8 to 12 years of industry experience |
Pay in the destination countries
Monthly, in US dollars. Each country is an Imora admission package — open one for that route's fees, language requirement and deadline.
| Country | Monthly |
|---|---|
| United StatesTOEFL 80–100 · $10–70k | $12,000max |
| CanadaIELTS 6.0–6.5 · CAD 20–40k | $10,550 |
| Hong KongIELTS 6.0–6.5 · HK–200k | $10,200 |
| SingaporeIELTS 6.5 · SGD 18–35k | $10,200 |
| United KingdomIELTS 6.0–7.0 · £11–38k | $10,200 |
| SwitzerlandIELTS 6.5 · CHF 0.9–8k | $9,850 |
What does the day look like?
Standard studio hours are 40 hours per week (09:30 to 18:00, Monday to Friday). Night shifts do not exist, but crunch periods before milestones like First Playable, Alpha, Beta, or Gold Master push working weeks to 50 to 65 hours. Weekend emergency triage occurs during live-service launches.
Playing games and sketching characters takes up only 10% of the actual role. The remaining 90% consists of cross-discipline alignment meetings (35%), playtesting internal builds and logging feedback (25%), pitching to studio heads or platform holders like Sony, Microsoft, and Nintendo (20%), and cutting features to meet hard release dates (10%). Daily tools include Unreal Engine 5, Unity 6, Jira, Confluence, ShotGrid, Miro, Figma, Perforce (Helix Core), Slack, Microsoft Teams, and Discord.
Where does this lead?
People arrive from
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