Pocketpair, the Tokyo‑based developer best known for its breakout open‑world survival crafting title Palworld, is quietly rewriting part of the playbook for hiring game designers by requiring applicants to submit screenshots of their Steam libraries and documented playtime as part of the screening process, according to CEO Takuro Mizobe’s statements on social media.
Mizobe wrote that “game designer candidates” must provide visual proof of their gaming history on Steam, and that those who “don’t play games on Steam at all” will not progress past the résumé review stage, underscoring a belief within the studio that extensive firsthand gaming experience is central to effective design work.
The requirement, which Mizobe shared in a post on X, reflects a hiring philosophy that privileges demonstrated engagement with a wide array of titles over traditional credentials alone. Candidates are reportedly expected not only to show hours logged, but to discuss deeply during interviews why they played specific games, to analyze mechanics, and to articulate what design decisions in those titles worked or failed. Mizobe wrote in the translated tweet:
“In the interview, we ask them to explain the game mechanics of the titles that rank high in their Steam playtime, why they think those specific mechanics were adopted, and what makes that title stand out when compared to other games in the same genre.”

Hearing of such a unique hiring strategy, we couldn’t resist joking that Pocketpair just wants to see everyone’s game time so they can pick the person who knows games best—and who to steal ideas from.
Pocketpair’s emphasis on Steam play history mirrors the company’s roots. Founded in 2015 by Mizobe, Pocketpair remained a relatively small indie studio until the early access release of Palworld in January 2024, which rapidly amassed tens of millions of players across PC and console platforms. On Steam alone, Palworld has generated overwhelmingly positive reviews, with hundreds of thousands of users rating the title positively.
Within the industry, the idea that strong design intuition comes from extensive play isn’t unheard of, but making documented playtime a formal part of hiring is unusual. Game design typically emphasizes portfolios, project experience, and formal education, and while many designers naturally play games, requiring literal screenshots of extensive Steam libraries blurs the line between professional qualification and personal hobby.
In Japan’s game industry context, where traditional hiring often focuses on technical skills and academic background, Pocketpair’s approach stands out.
Mizobe’s decision may also be shaped by Pocketpair’s own development culture and history. The company has grown from a modest team into a developer and publisher with broader ambitions, including a publishing arm launched in 2025 designed to support indie studios.
That expansion reflects a belief in nurturing creative talent and supporting games with strong foundational design, even as Palworld itself prepares to exit early access and receive a full version 1.0 release in 2026.

The hiring requirement has already sparked discussion in development circles and on social platforms, where industry watchers and would‑be applicants have debated its implications. Some argue it could weed out applicants who lack exposure to diverse gaming experiences, while others warn it risks marginalizing talented designers who may excel theoretically but don’t have extensive gaming histories logged on Steam.
This condition raises broader questions about how companies assess creativity and capability in a field where passion for games is common but not uniformly documented.
Pocketpair’s stance also aligns with other unconventional positions the studio has taken publicly. Aside from hiring practices, the company has been vocal in rejecting certain industry trends, such as the incorporation of NFTs, Web3, and large‑scale AI systems into games, arguing that such elements don’t align with its creative philosophy.
As Palworld continues toward its full release and Pocketpair’s footprint in the gaming industry grows, the impact of such hiring practices may become clearer. If this approach draws designers who can contribute to innovative, player‑centric games, it could influence how other studios think about evaluating creative talent. If it instead narrows the pool of applicants unnecessarily, it may prompt debate about the role of informal experience versus formal qualifications in game development
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