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The State of Game Development 2025

Game development has never been more diverse, more global, or more dynamic. Drawing on data from the JetBrains Developer Ecosystem Survey 2025, this report offers a focused look at the people, tools, technologies, and trends shaping the industry today. From shifting team structures and evolving engine preferences to the growing role of AI and the realities of job security, the findings reveal a field that is maturing, adapting, and redefining itself in real time.

What follows is a snapshot of how game developers work, what they build, and where the industry is heading – grounded in data, enriched by expert commentary, and reflective of a community that continues to push the boundaries of interactive creation.

Game developer profile

Which of the following best describes your employment and involvement in software development?

56%

Employed full-time

18%

Self-employed or freelancer

8%

Founder or business owner in software or tech

7%

Working student

4%

Student

4%

Employed part-time

2%

Not currently employed, but with past experience in software development

What is your age range?

6%

18–20

16%

21–24

18%

25–29

18%

30–34

19%

35–39

14%

40–49

8%

50–59

1%

60 or older

The industry is growing up. With the largest age bracket now being 35–39 (19%) and nearly one-third of developers having 6–10 or more years of experience, game development is shifting from a field of young enthusiasts to one driven by seasoned professionals.

How many years of professional coding experience do you have?

3%

Less than 1 year

10%

1–2 years

29%

3–5 years

26%

6–10 years

14%

11–15 years

18%

16+ years

1%

I don't have professional coding experience

How many people work in your project team?

11%

I work on my projects independently

37%

2–7 people

17%

8–12 people

14%

13–20 people

9%

21–40 people

13%

More than 40 people

Small and agile remains the standard. Even within larger organizations, the majority of developers (37%) work in tight-knit squads of 2–7 people, favoring rapid iteration over massive bureaucratic structures.

How many people work for your company / organization?

3%

Less than 1 year

10%

1–2 years

29%

3–5 years

26%

6–10 years

14%

11–15 years

18%

16+ years

1%

I don't have professional coding experience

Johnny Thompson
Lead Developer and Content Creator, Turbo Makes Games

My main takeaway from this data is that I was pleased to see how evenly spread the industry is regarding age, experience, and development tools. Further, there is also a good spread across company sizes, target platforms, and genre. This suggests a healthy industry that is not dominated by one particular style of development. But on the other side of the coin, it is disheartening to see an increasing percentage of companies experiencing layoffs this year compared to last.

Game development enjoys global popularity, though its role differs across regions.

Among our Japanese respondents, it stands out as a particularly strong field – both in scale and professional focus. In Central Europe, by contrast, game-making remains mostly a personal or experimental pursuit, something done for curiosity or fun. In Japan, the United States, Canada, and South Korea, game development is more often part of the professional landscape, reflecting established industries and career paths rather than casual interest.

Which of the following sectors is your company or organization primarily active in?

71%

Game development

27%

Mobile development

17%

AI services

16%

Software development tools

16%

Education / Training

14%

Cloud computing / Platform / Data center

14%

Telecommunication, networking, and wireless infrastructure

Which activities or hobbies do you pursue in your free time?

64%

Playing video games

57%

Listening to music

45%

Watching TV or video streaming services

38%

Reading

30%

Spending time with pets

30%

Programming for fun

28%

Walking

Job market section

Have there been any layoffs in companies you worked for in the past two years?

58%

42%

GameDev Professionals

44%

43%

Others

Layoffs remain widespread across the tech industry, and for game developers, the situation has intensified: the share of professionals reporting job cuts jumped from 42% in 2024 to 58% in 2025. Yet, a paradox of resilience emerges. Despite this growing instability, more than half of respondents (55%) report feeling secure in their current roles, suggesting that while studios may be volatile, developers remain confident in the value of their specialized skills.

55%

of game developers say they feel secure in their current job

The lowest level among all software specializations. Across the profession, the average stands at 65%, suggesting that those who create virtual worlds feel the least certain about their place in the real one.

Game development section

Developer role distribution

75%

Hobbyist

22%

Mid-size / Indie

4%

AAA studio

Which game technologies do you use, if any?

AAA studioMid-size / IndieHobbyist
64%63%57%Unity
55%38%28%Unreal Engine
20%5%3%Fortnite
19%8%9%Custom C++ engine
19%18%31%Godot
17%6%3%MonoGame / XNA
16%4%2%Amazon Lumberyard / O3DE
15%5%2%Corona
12%1%1%Frostbite
12%7%15%Minecraft
10%7%4%Cocos2d-x
10%1%1%Stride
8%3%0%CRYENGINE
8%5%6%Roblox
7%3%5%GameMaker / GameMaker Studio 2
6%3%5%RPG Maker
5%1%5%Bevy
1%2%Source
1%I don't use game technologies
0%8%9%Other
0%64%

The market has bifurcated. While Unity and Unreal Engine solidify their grip on the professional sector – with Unreal jumping from 33% usage in 2024 to 55% among AAA studios in 2025 – Godot is the breakout star for independents. The open-source engine has surged from 9% to 31% market share among hobbyists, proving it is now a serious contender.

Johannes Ebner
GodotFest, Co-Founder

It’s fantastic to see JetBrains investing in more dedicated and fine-grained research into the game developer ecosystem specifically.

Uncovering trends like the adoption of Godot, Asia being the driver for a new generation of game studios, and seemingly a new generation of games focused on a mobile market – all this is extremely interesting.

This is also a sign that the new generation of gamers have very different habits.

I wish there were more insight into who is developing for multiple platforms, and which platforms at the same time for the same game.

Where do you distribute your games?

51%

46%

Apple App Store

50%

52%

Google Play

47%

17%

Epic Games Store

46%

40%

Steam

39%

10%

PlayStation Store

Developers are refusing to put all their eggs in one basket. While Apple and Google Play lead mobile distribution, there is a healthy, even spread across Steam, Epic, and consoles, indicating that multi-platform release strategies are becoming the norm to maximize reach.

Which genre(s) of games do you develop?

AAA studioMid-size / IndieHobbyist
71%34%34%Action
45%33%35%Adventure
36%14%7%Racing
34%12%9%Fighting
32%27%23%Role-playing
27%25%22%Simulation
26%17%18%Shooter
25%43%38%Casual
23%8%4%Sports
21%11%21%Platformer
19%22%26%Puzzle
9%27%22%Strategy
2%6%6%Other
2%71%

Budget dictates genre. AAA studios lean heavily into resource-intensive Action (71%) and Adventure titles, while mid-size studios and hobbyists dominate the Casual market (38-43%), focusing on gameplay loops that require lighter asset production pipelines.

Which parts of game development do you work on?

60%

33%

Game engine or engine subsystem development

54%

60%

Gameplay

47%

38%

Developing tools

39%

66%

Game logic and mechanics

32%

19%

Developing and modifying 3D graphic renders

Which platforms do you target with your projects that use game technologies?

AAA studioMid-size / IndieHobbyist
80%60%49%Android
72%53%36%iOS
65%53%68%Windows
55%20%8%PlayStation
52%16%5%Xbox
46%16%7%Nintendo Switch
28%25%31%Linux
27%28%27%macOS
26%16%12%Steam Deck
13%22%26%Web
12%1%3%Media platforms
8%9%5%VR / AR
7%3%6%UGC platforms
0%3%1%Other
NA%0%2%None
0%80%
Ari Arnbjörnsson
Epic Games, Technical Developer Relations

A fascinating view into the current state of game programming. It’s interesting to see how many AAA developers are investing in mobile. This trend aligns well with Epic Games’ recent and ongoing efforts to enhance the Unreal Engine mobile development experience.

Which of the following programming languages have you used for your game development projects in the last 12 months?

40%

C#

29%

C++

19%

Python

17%

JavaScript

14%

Java

12%

HTML / CSS

10%

TypeScript

C# and C++ still lead the way, powering Unity and Unreal

One engine prized for its flexibility, the other for its raw performance. Python has long played a supporting role, but open-source engines like Godot are giving it new life, drawing in not just hobbyists but more and more professionals (while Python, Java, and JavaScript dominate elsewhere).

Which tools do you or your team use for version control?

AAA studioMid-size / IndieHobbyist
45%10%3%Perforce P4 (Helix Core)
38%26%21%GitLab
38%61%79%GitHub
32%7%4%Azure DevOps Server
25%10%4%Apache Subversion
17%6%4%Azure Repos / Azure DevOps Services
14%10%7%Bitbucket
4%1%2%None of the above
0%9%7%Unity Version Control
NA%3%1%I don’t know
1%5%5%Other
0%79%

Tooling scales with the studio. Perforce P4 (Helix Core) remains the industry standard for the massive asset pipelines of AAA development (45%), while the indie and hobbyist scene has standardized almost exclusively on GitHub (61%–79%).

Which tool(s) do you or your team use for storing and sharing files and art assets?

49%

48%

Version control system

33%

38%

Google Drive

33%

13%

Email

31%

9%

Dropbox

22%

1%

ftrack

Asset management remains the Wild West. While version control systems are the top choice, the heavy reliance on Google Drive (33%–38%) and even email for transferring assets suggests that Digital Asset Management (DAM) maturity still lags behind code management for many teams.

Which graphic or digital content creation (DCC) tool(s) do you or your team use, if any?

AAA studioMid-size / IndieHobbyist
47%38%29%Adobe Photoshop
43%47%47%Blender
43%20%5%Autodesk Maya
39%13%4%Autodesk 3ds Max
36%18%13%3D AI tools
35%18%11%Adobe After Effects
24%8%4%Houdini
19%16%12%2D AI tools
13%22%25%I don’t know
7%3%4%Cinema 4D
5%1%0%Nuke
1%10%14%Other
0%47%

Which CPU profilers do you use that are not part of the game development engine you primarily work with?

AAA studioMid-size / IndieHobbyist
48%24%26%Visual Studio Performance Profiler
36%6%6%Concurrency Visualizer for Visual Studio
26%7%4%PIX on Windows
23%7%5%Intel VTune Profiler
22%10%9%Windows Performance Toolkit
18%9%6%Platform-provided profilers
18%9%8%dotTrace
14%7%7%PerfView
12%1%2%Superluminal
8%6%9%perf tools on Linux
5%5%7%Chrome event tracing
NA%4%3%Other
20%48%47%None
0%48%

While the Visual Studio Performance Profiler leads the pack, it is encouraging to see specialized third-party tools gaining traction. Solutions like Intel VTune and JetBrains dotTrace are carving out a space for developers who need deeper, more granular performance insights beyond what standard IDEs offer.

Which IDE or editor do you use the most for your game development projects?

AAA studioMid-size / IndieHobbyist
60%26%23%Visual Studio
58%30%43%Visual Studio Code
39%50%27%JetBrains Rider
29%6%4%Visual Studio with JetBrains ReSharper
28%5%5%CLion
21%13%7%PyCharm
19%10%4%WebStorm
17%14%13%IntelliJ IDEA
10%10%6%Android Studio
3%9%18%Other
3%60%

CI / CD

Which continuous integration (CI) system do you regularly use (in your company or organization) / (for your personal or side projects)?

29%

49%

GitHub Actions

21%

23%

GitLab CI

20%

8%

Jenkins

12%

1%

TeamCity

10%

3%

Travis CI

6%

3%

CircleCI

6%

4%

Azure DevOps Server

AI

Which of these AI tools have you ever used or tried for coding and other development-related activities?

59%

60%

ChatGPT web / desktop / mobile apps

53%

49%

GitHub Copilot

25%

20%

DeepSeek apps or self-hosted / locally installed

25%

39%

JetBrains AI Assistant

23%

31%

Cursor

23%

22%

Google Gemini web / mobile apps

10%

10%

JetBrains Junie

22%

6%

Custom AI tool

Overall, AI tooling has moved from an early adopter phase into the mainstream. ChatGPT remains the leading choice for around 60% of respondents in 2025 (down from roughly 70%–75% in 2024), but GitHub Copilot and other specialized tools are catching up fast. Copilot is being used by 53% of AAA studios and 49% of other organizations (up by approximately 20 percentage points since 2024), while newer contenders such as DeepSeek (25%, up 5 p.p.), Cursor (23%, down 8 p.p.), and Google Gemini (23%, up 5%–7%) have already achieved broad adoption among game developers.

JetBrains’ own tools are gaining traction. Adoption of JetBrains AI Assistant has grown from low-teens in 2024 to 25% of AAA studios and 39% of other organizations in 2025. Meanwhile, the newly-released JetBrains Junie has already reached 10% usage despite launching only in 2025.

How likely are you to try AI coding agents in the next 12 months?

63%

43%

Very likely

15%

19%

Somewhat likely

8%

10%

Not sure

2%

5%

Somewhat unlikely

3%

6%

Very unlikely

9%

16%

I already use AI coding agents

Which areas of the software development cycle does your company use AI tools in, if any?

49%

52%

Implementing features or programs

35%

42%

Code review

29%

35%

System design / architecture

27%

24%

Requirement analysis / gathering

26%

43%

Writing tests

21%

32%

Documentation creation

19%

39%

Refactoring

In 2024, AI was primarily an assistant for core creative tasks like gameplay logic (76%). By 2025, it has become a true productivity partner across the entire software lifecycle. Its use has expanded to include routine tasks like code review (35%), writing tests (26%), and documentation (21%), freeing developers to focus more on creative work.

Chris Perez
Director of Product Marketing — Media and Games, Perforce

JetBrains consistently delivers one of the most comprehensive views of the development landscape. Their reports don’t just signal where the industry is heading – they reveal, in detail, how devs are working today. The breakdown of where teams are actually applying AI across the software development lifecycle is a great example of that. I don’t know anyone producing game dev insights that go this wide and this deep.

This survey included few respondents from AAA studios. For more insights about them, see the Perforce Game Technology Report

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