遊戲設計師履歷 ATS 最佳化檢查清單
O*NET 將電子遊戲設計師歸類於 SOC 15-1255.01——一個前景光明的職業,55% 的專業人士擁有學士學位,更廣泛的網頁和數位介面設計師類別報告的年薪中位數為 95,380 美元 [^1][^2]。2025 年 GDC 薪資報告描繪了一幅更清晰的圖景:美國遊戲產業專業人士平均收入為 142,000 美元,中位數為 129,000 美元,但 98% 的受訪者認為該產業不如其他領域安全,29% 表示不太可能長期留下 [^3]。美國娛樂軟體協會報告稱,美國電子遊戲產業支撐著超過 350,000 個工作崗位,平均收入為 168,600 美元——是全國平均水準的兩倍以上——同時貢獻了 660 億美元的 GDP [^4]。2025 年發布了超過 109,000 個遊戲職位,而 2024 年裁員了 14,000 人,競爭穩定的遊戲設計師職位極為激烈 [^5]。您的履歷必須在任何創意總監閱讀您的設計檔案範例或 GDD 作品集之前通過 ATS 關鍵字篩選。
本檢查清單涵蓋了專門適用於遊戲設計角色的 ATS 解析規則、關鍵字策略和格式要求——系統設計、關卡設計、敘事設計、戰鬥設計、經濟設計和 UX 設計。如果您主要從事 3D 美術、動畫或程式設計工作,請參閱相應學科的配套檢查清單。
重點摘要
- 遊戲引擎和設計工具關鍵字決定 ATS 排名。「Unreal Engine 5」和「UE5」是不同的搜尋字串。「Unity」和「Unity 2023 LTS」觸發不同的匹配。請精確匹配職位發布中的工具名稱,並在空間允許時同時包含縮寫和全稱。
- 設計檔案製品是可搜尋的關鍵字。「game design document」、「GDD」、「systems design doc」、「balance spreadsheet」和「feature specification」等術語表明生產級別的遊戲設計經驗。招聘人員直接搜尋這些術語。
- 已發布的作品和平台關鍵字具有顯著的 ATS 權重。「PlayStation 5」、「Xbox Series X」、「Nintendo Switch」、「Steam」、「iOS」和「Android」是招聘經理據以篩選的術語。一份寫「發布了一款遊戲」但未指定平台的履歷會錯過關鍵的關鍵字匹配。
- 指標將高級設計師與初級申請者區分開來。 留存率改善、DAU/MAU 比率、工作階段時長增加、轉換率提升和玩家參與百分比是 ATS 和人類審核者都優先考慮的量化成果。
- 作品集和設計檔案連結是補充而非替代履歷文字。 ATS 無法爬取 Google Drive 連結、Notion 頁面或個人網站。您作品集中引用的每個系統、機制和設計方法論都必須以可解析文字的形式存在於您的履歷中。
遊戲設計師常見 ATS 關鍵字
以下關鍵字來源於 O*NET 對 SOC 15-1255.01 的任務描述、AAA、獨立和手遊工作室的職位發布,以及標準遊戲製作術語 [^1][^6]。請在履歷中按類別組織它們。
遊戲引擎與開發工具
引擎: Unreal Engine 5 (UE5), Unity (HDRP, URP), Godot Engine, CryEngine, proprietary engine, Source 2, Decima, Frostbite
關卡設計工具: Unreal Editor, Unity Terrain, ProBuilder, World Machine, Gaea, Houdini (procedural generation), TileEd, Tiled Map Editor
原型與腳本: Unreal Blueprints, Unity Visual Scripting, Bolt, Lua scripting, Python scripting, C# scripting, GDScript, Ink (narrative scripting), Twine, Yarn Spinner, Articy:Draft
版本控制與製作: Perforce (P4V), Git, Plastic SCM, JIRA, Confluence, Notion, Shotgun (ShotGrid), Hansoft, Monday.com, Azure DevOps
設計學科與方法論
系統設計: Game mechanics, core loop, meta loop, economy design, progression systems, reward schedules, loot tables, drop rates, difficulty curves, rubber banding, dynamic difficulty adjustment, min-maxing prevention, balance tuning, systems modeling
關卡設計: Spatial layout, flow mapping, pacing, sight lines, critical path, golden path, environmental storytelling, encounter design, puzzle design, world building, biome design, blockout, greybox, whitebox, playtest iteration
敘事設計: Interactive narrative, branching dialogue, dialogue trees, player agency, narrative pacing, lore development, worldbuilding, quest design, cinematic scripting, barks, voice-over direction, localization support
戰鬥與動作設計: Combat systems, hitbox/hurtbox, frame data, damage tuning, ability design, cooldown balancing, crowd control mechanics, PvP balance, PvE balance, boss encounter design, enemy AI behavior
UX 與玩家體驗: Onboarding flow, tutorial design, UI/UX wireframing, player journey mapping, friction reduction, accessibility design, FTUE (first-time user experience), churn analysis, retention mechanics, engagement loops
腳本與技術技能
C#, C++, Lua, Python, Blueprint scripting, visual scripting, XML, JSON, SQL, data-driven design, spreadsheet modeling (Excel, Google Sheets), analytics integration, A/B testing frameworks, telemetry, LiveOps tools, playfab, GameAnalytics
製作與方法論
Agile, Scrum, sprint planning, backlog grooming, retrospectives, milestone delivery, vertical slice, alpha, beta, gold master, certification (cert), day-one patch, live service, post-launch support, feature specification, design review, cross-functional collaboration, stakeholder presentation
證書與教育
Unity Certified Developer, Unreal Authorized Instructor, Certified ScrumMaster (CSM), Professional Scrum Master (PSM), Game Design degree (BA/BFA/BS), Computer Science degree, MFA in Interactive Media, DigiPen, Full Sail, USC Games, NYU Game Center, Carnegie Mellon ETC
履歷格式要求
ATS 解析器按順序讀取檔案——從左到右、從上到下——並根據章節標題識別將內容分配到欄位 [^7]。遊戲設計師面臨特定的格式風險:作品集和 GDD 追求視覺呈現,但 ATS 追求機器可讀文字。
檔案格式
除非職位發布明確要求 PDF,否則提交 .docx。Word 檔案在 Workday、Greenhouse、Lever、iCIMS 和 Taleo 上的解析更可靠。如果需要 PDF,請從 Word 或 Google Docs 匯出——切勿從 InDesign、Photoshop 或 Figma 匯出。設計工具匯出的檔案經常將文字光柵化為影像圖層,產生看起來精美但對 ATS 包含零可擷取文字的檔案。
版面結構
- 僅使用單欄。 雙欄和側邊欄版面會導致 ATS 將相鄰欄的內容交織在一起,打亂您的「Skills」章節混入工作經歷或完全丟棄章節。
- 不使用圖形、圖示或技能等級條。 顯示「Unity: 90%」的儀表圖或平台名稱旁的手把圖示對 ATS 不可見。請用文字替代:「Unity — Advanced (5+ years, 3 shipped titles)」。
- 不使用表格或文字框。 用於組織工具網格的表格解析結果不可預測。ATS 可能以錯誤順序讀取儲存格或完全跳過表格內容。
- 不在頁首或頁尾中放置關鍵內容。 您的姓名、聯絡資訊和作品集 URL 必須出現在檔案正文中。許多 ATS 平台在文字擷取時會忽略頁首/頁尾區域。
- 使用標準章節標題。 請準確使用:「Professional Summary」、「Experience」或「Professional Experience」、「Education」、「Skills」、「Projects」(可選)、「Certifications」(可選)。非標準標題如「Design Philosophy」或「Creative Arsenal」無法對應到 ATS 欄位。
字型與間距
使用 10-12pt 的標準字型(Calibri、Arial、Times New Roman)。最小邊距 0.5 英吋。避免裝飾性或展示性字型——ATS 可能無法擷取以非標準字型算繪的文字。僅對章節標題和職位名稱使用粗體。
姓名與聯絡資訊
將您的姓名和連結格式化為檔案正文的第一行:
ALEX CHEN
Game Designer | Systems & Level Design
[email protected] | (555) 234-5678 | linkedin.com/in/alexchen | portfolio: alexchen.design
這確保 ATS 擷取您的專業方向和聯絡欄位。將作品集 URL 作為純文字包含——ATS 將它們儲存為可搜尋字串,即使它無法爬取連結內容。
專業經驗最佳化
遊戲設計成就在包含玩家影響指標、系統範圍、平台細節和製作背景時才具有 ATS 競爭力。像「designed game mechanics」這樣的通用描述不包含可搜尋的差異化要素。
要點公式
[動作動詞] + [設計交付物] + [工具/方法論] + [範圍/數量] + [可衡量成果]
前後對比範例
1. 系統設計
- 前:「Designed game systems for the project」
- 後:「Designed and balanced a 4-tier weapon progression system with 48 unique items across 6 damage types, using Excel-based simulation models to validate TTK (time-to-kill) targets that reduced PvP balance complaints by 35% post-launch」
2. 關卡設計
- 前:「Created levels for the game」
- 後:「Built 12 multiplayer maps in Unreal Engine 5 from greybox to final art handoff, iterating through 80+ playtests to achieve average session lengths 22% above studio benchmarks and a 4.2/5 community rating on 3 maps selected for ranked rotation」
3. 經濟設計
- 前:「Worked on the in-game economy」
- 後:「Architected dual-currency economy (soft/hard) for free-to-play mobile title with 1.2M MAU, tuning sink-source ratios across 15 progression milestones that improved D30 retention by 8% and average revenue per daily active user (ARPDAU) by 12%」
4. 敘事設計
- 前:「Wrote storylines and dialogue」
- 後:「Authored 45,000 words of branching dialogue across 23 quests in Articy:Draft, implementing 4 major narrative branches with 12 endings that achieved 78% player completion rate versus 52% studio average for optional quest content」
5. 戰鬥設計
- 前:「Designed the combat system」
- 後:「Designed frame-data-driven combat system with 8 playable characters, each with 15+ unique abilities, balancing hitbox timing and damage curves through 200+ hours of internal playtesting that achieved less than 3% win-rate deviation across all characters in ranked PvP」
6. 教學與新手引導
- 前:「Made the game tutorial」
- 後:「Redesigned FTUE (first-time user experience) flow from 14 steps to 7, integrating contextual tooltips and gated ability reveals in Unity that reduced Day 1 churn by 18% and increased tutorial completion rate from 61% to 89% across 50,000 new installs」
7. 持續營運設計
- 前:「Worked on live updates」
- 後:「Designed 6 seasonal content updates for live-service shooter, each including 2 new maps, 1 game mode, and 15+ cosmetic items, coordinating with 4 cross-functional teams to ship on 3-month cadence with zero missed deadlines over 18-month post-launch window」
8. 手遊設計
- 前:「Designed mobile game features」
- 後:「Designed core loop and meta progression for match-3 mobile game on iOS and Android, implementing energy systems, daily challenge rotations, and guild mechanics in Unity that drove 42% increase in D7 retention and $320K monthly revenue within 6 months of soft launch」
9. UX 與玩家研究
- 前:「Did playtesting and made changes」
- 後:「Planned and facilitated 35 moderated playtests with 150+ participants using mixed-methods research (surveys, heatmaps, behavioral telemetry in GameAnalytics), synthesizing findings into 60+ actionable design recommendations that directly informed 3 major feature pivots pre-alpha」
10. Boss 與遭遇戰設計
- 前:「Designed boss fights」
- 後:「Designed 8 multi-phase boss encounters in Unreal Engine 5 with scripted AI behavior trees, dynamic difficulty scaling based on player death count, and mechanic-teaching phases that reduced first-attempt wipe rates by 25% while maintaining average completion time within 8-12 minute target window」
11. 程序化內容設計
- 前:「Worked on procedural generation」
- 後:「Co-developed procedural dungeon generation system using Houdini and custom Python tooling, defining 200+ room templates and 35 encounter rule sets that produced 10,000+ unique dungeon configurations while maintaining designer-curated pacing across 4 biome types」
12. 競技與電競設計
- 前:「Balanced the competitive mode」
- 後:「Owned competitive ranked mode design for 5v5 tactical shooter with 800K monthly ranked players, implementing Elo-based matchmaking tuning, seasonal rank resets, and anti-smurf detection rules that improved match quality score by 15% and reduced queue abandonment by 22%」
13. 原型設計
- 前:「Built game prototypes」
- 後:「Rapid-prototyped 14 game concepts in Unity over 6-week greenlight period, producing playable builds with core loop validation for each concept, culminating in 3 pitches greenlit by studio leadership — 1 of which entered full production as the studio's flagship 2025 title」
14. 跨平台設計
- 前:「Made the game work on multiple platforms」
- 後:「Adapted control schemes, UI layouts, and input bindings for simultaneous launch on PlayStation 5, Xbox Series X, Nintendo Switch, and PC (Steam), designing platform-specific accessibility options including gyro aiming, adaptive trigger profiles, and remappable controls compliant with Xbox Accessibility Guidelines (XAG)」
「Skills」章節策略
「Skills」章節服務於雙重目的:為 ATS 匹配提供關鍵字密度,以及為人類審核者提供快速參考。請同時為兩個受眾進行結構化設計。
建議格式
將技能分組到 3-4 個子標題下。這同時改善 ATS 解析(清晰分類)和可讀性。
Game Design: Systems design, level design, economy design, combat design, narrative design, UX design, progression systems, balance tuning, core loop design, meta game design, quest design, encounter design
Tools & Engines: Unreal Engine 5, Unity, Unreal Blueprints, Articy:Draft, Miro, Figma, Excel (simulation modeling), Google Sheets, GameAnalytics, Amplitude, Mixpanel
Technical: C# scripting, Lua, Python, Blueprint visual scripting, JSON/XML data structures, A/B testing, telemetry analysis, SQL queries, data-driven design
Production: Agile/Scrum, JIRA, Confluence, Perforce, Git, milestone planning, feature specification writing, cross-functional leadership, playtesting methodology
匹配職位發布
提交前請閱讀具體的職位發布。如果發布中寫「Unreal Engine」,不要只寫「UE5」——招聘人員的 ATS 查詢將搜尋發布中的精確字串。如果發布中寫「systems design」,請匹配該短語而非寫「game mechanics design」。ATS 執行字串匹配,而非概念匹配。在空間允許時同時包含兩種形式:「Unreal Engine 5 (UE5)」。
證書與培訓
遊戲設計的正式證書比工程或金融少,但相關資格可作為 ATS 關鍵字:
- Unity Certified Developer
- Unreal Authorized Instructor
- Certified ScrumMaster (CSM)
- Professional Scrum Master (PSM I, PSM II)
- Google UX Design Certificate
- 相關學位:BA/BS in Game Design, Computer Science, Interactive Media 或相關領域
- 知名專案:DigiPen Institute of Technology, Full Sail University, USC Games, NYU Game Center, Carnegie Mellon Entertainment Technology Center
列出證書時同時包含縮寫和全稱以最大化關鍵字匹配。
遊戲設計師常犯的 ATS 錯誤
1. 將設計過的履歷提交為基於影像的 PDF
遊戲設計師經常在 Figma、Photoshop 或 Canva 中建立視覺精美的履歷並匯出為 PDF。如果匯出將文字光柵化為影像圖層,ATS 什麼都擷取不到。您的申請實際上是空白的。ATS 申請請始終提交純文字 Word 檔案。將設計版本留給作品集網站和直接寄送給招聘經理的信件。
2. 僅列出引擎名稱而無設計上下文
寫「Unity, Unreal Engine 5」告訴 ATS 您了解引擎,但不提供可搜尋的設計術語。招聘人員還搜尋「level design」、「systems design」、「economy balance」、「core loop」、「GDD」和「feature specification」。沒有設計方法論詞彙的引擎名稱會降低您的關鍵字匹配率。
3. 使用模糊描述而無玩家影響指標
「Designed engaging gameplay mechanics」不包含差異化關鍵字。留存影響是什麼?多少玩家參與了該系統?哪些指標改善了?ATS 部分根據關鍵字密度和特異性對履歷排名。包含「D30 retention improved 8%, 1.2M MAU, dual-currency economy」的要點比模糊版本多包含六個額外可搜尋術語。
4. 省略平台和類型關鍵字
一個列出「designed game features」但未指定平台(PC、PlayStation 5、mobile)或類型上下文(roguelike、MOBA、open-world RPG、match-3)的遊戲設計師會錯過關鍵的關鍵字匹配。工作室搜尋平台特定和類型特定的經驗,因為手遊免費遊戲和 AAA 主機發行之間的設計限制差異極大。
5. 將遊戲設計與遊戲開發或遊戲美術混淆
一份列出「Game Designer, Programmer, 3D Artist, Sound Designer」的履歷會稀釋設計角色的 ATS 關鍵字密度。每個無關學科引入的關鍵字都與您的核心設計術語競爭。如果您有跨學科經驗,在設計申請中僅強調設計貢獻,將技術或美術技能作為支持上下文而非主要定位。
6. 依賴作品集連結傳達設計思維
ATS 無法爬取 Google Drive 上的 GDD、Notion 設計檔案或個人網站作品集。一份寫「See my design portfolio at alexchen.design」但文字內容很少的履歷將排在 ATS 結果的底部。您作品集中展示的每個系統、機制和設計方法論都必須以可解析文字的形式出現在您的履歷中。
7. 使用非標準章節標題
像「My Design Philosophy」、「Ludography」或「Games I Have Shaped」這樣的標題無法對應到 ATS 欄位。ATS 平台尋找標準標籤——「Experience」、「Skills」、「Education」、「Projects」。非標準標題會導致解析器將內容轉儲到雜項桶中或完全跳過,將您精心編寫的要點從關鍵字匹配中移除。
ATS 友善的「Professional Summary」範例
您的「Professional Summary」應包含 3-5 個句子,涵蓋您最高價值的關鍵字、專業方向、工作年資和製作背景。ATS 在某些平台上對檔案中較早出現的內容賦予更高權重 [^7]。
範例 1:初級遊戲設計師(0-2 年)
Game Designer with 2 years of experience in systems design and level design, specializing in action-RPG and roguelike mechanics. Proficient in Unreal Engine 5 Blueprints and Unity C# scripting, with hands-on experience building greybox level layouts, prototyping core loops, and authoring game design documents. Completed 3 shipped indie titles during academic and jam projects, including a Steam-published roguelike with 5,000+ wishlists pre-launch. BS in Game Design from DigiPen Institute of Technology. Portfolio: alexchen.design.
範例 2:中級遊戲設計師(3-6 年)
Game Designer with 5 years of professional experience across AAA and mobile studios, specializing in systems design, economy balancing, and live-service content strategy. Designed and shipped progression systems, seasonal content, and competitive ranked modes for titles with 500K+ MAU on PlayStation 5, Xbox Series X, and PC. Expert in Unreal Engine 5, JIRA-driven Agile workflows, and data-informed iteration using GameAnalytics and Amplitude telemetry. Proven track record of measurable impact: D30 retention improvements of 8-12%, session length increases of 15-22%, and balance complaint reductions of 30%+.
範例 3:高級/主設計師(7+ 年)
Senior Game Designer with 9 years of experience leading design teams of up to 8 designers across 4 shipped AAA titles and 2 live-service games with combined 3M+ monthly active users. Managed full design lifecycle from concept pitch through vertical slice, alpha, beta, certification, and post-launch LiveOps across PlayStation 5, Xbox Series X, Nintendo Switch, and PC (Steam). Expert in systems design, combat design, and economy architecture, with deep proficiency in Unreal Engine 5, Unity, data-driven balancing via SQL and Python analytics pipelines, and cross-functional leadership with engineering, art, audio, and QA teams of 80+ people. Built studio-wide design documentation standards in Confluence that reduced feature ambiguity tickets by 40% and cut average design review cycle from 5 days to 2 days. The 2025 GDC salary report places average U.S. game industry professional compensation at $142,000 with a median of $129,000 [^3].
遊戲設計師履歷動作動詞
按貢獻類型組織動作動詞,以向 ATS 和人類讀者展示角色深度。
設計與創作
Designed, architected, prototyped, conceptualized, authored, crafted, devised, developed, formulated, invented, envisioned, defined
分析與最佳化
Balanced, tuned, analyzed, optimized, iterated, evaluated, benchmarked, validated, calibrated, modeled, simulated
領導力與協作
Led, directed, mentored, coordinated, facilitated, presented, championed, aligned, partnered, supervised
製作與交付
Shipped, delivered, launched, implemented, deployed, published, released, executed, completed, certified
研究與測試
Playtested, researched, surveyed, investigated, assessed, measured, tracked, instrumented, discovered
ATS 評分檢查清單
在每次提交前使用此檢查清單,驗證您的履歷已針對遊戲設計角色進行了 ATS 最佳化。
格式與可解析性
- [ ] 檔案儲存為 .docx(或從 Word/Google Docs 匯出的乾淨 PDF)
- [ ] 單欄版面,無表格、文字框或圖形
- [ ] 標準字型(Calibri、Arial、Times New Roman)10-12pt
- [ ] 姓名和聯絡資訊在檔案正文中,而非頁首/頁尾區域
- [ ] 作品集 URL 作為純文字包含在聯絡資訊章節中
- [ ] 標準章節標題:「Professional Summary」、「Experience」、「Skills」、「Education」
關鍵字最佳化
- [ ] 職位發布中的職位名稱出現在「Professional Summary」和至少一個「Experience」條目中
- [ ] 主要遊戲引擎按名稱提及(Unreal Engine 5、Unity)匹配發布語言
- [ ] 包含設計學科關鍵字(systems design、level design、economy design 等)
- [ ] 指定平台關鍵字(PlayStation 5、Xbox Series X、PC、iOS、Android、Nintendo Switch)
- [ ] 提供類型上下文(RPG、FPS、MOBA、match-3、open-world、roguelike)
- [ ] 包含製作方法論術語(Agile、Scrum、sprint、milestone、vertical slice)
- [ ] 包含設計檔案術語(GDD、feature specification、design review、balance doc)
經驗品質
- [ ] 每個要點遵循公式:動作動詞 + 交付物 + 工具 + 範圍 + 可衡量成果
- [ ] 至少 3 個要點包含玩家影響指標(留存率、參與度、收入、滿意度)
- [ ] 已發布作品列出平台和年份
- [ ] 提及團隊規模和跨職能協作
- [ ] 沒有模糊要點(「designed game features」、「worked on gameplay」、「helped the team」)
技能與資格
- [ ] 技能按類別分組(Design、Tools、Technical、Production)
- [ ] 在適用處同時包含縮寫和全稱工具名稱
- [ ] 證書列出頒發機構
- [ ] 教育包含學位領域和院校名稱
常見問題
我是否應該在 ATS 履歷中包含遊戲設計檔案(GDD)作品集連結?
將其作為純文字 URL 包含在聯絡資訊中(例如「Portfolio: alexchen.design」),但不要依賴它來傳達您的設計思維。ATS 將 URL 儲存為文字欄位,但無法爬取 Google Drive、Notion 或個人網站內容。您設計的每個系統、使用的每個工具和取得的每項指標都必須以可搜尋文字的形式出現在您的經驗和「Skills」章節中。作品集連結在您通過 ATS 篩選後對人類審核有價值——它對自動化關鍵字排名的影響為零 [^7]。
如何在履歷上列出 Game Jam 專案?
在「Projects」章節下列出重要的 Jam 專案,使用與專業工作相同的特異性。包含 Jam 名稱、您的角色、團隊規模、使用的引擎和任何可衡量的成果:「Global Game Jam 2025 — Lead Designer, 4-person team, built puzzle-platformer prototype in Unity over 48 hours, selected as Top 10 from 120 regional submissions.」ATS 對專案章節的關鍵字匹配與經驗章節完全相同。優先選擇您的專案已發布、獲獎或獲得可衡量玩家參與的 Jam。
ATS 會懲罰同時列出 Unreal Engine 和 Unity 的履歷嗎?
ATS 不會懲罰多引擎經驗——它獎勵關鍵字匹配。同時列出「Unreal Engine 5」和「Unity」會提高您對提及任一引擎的發布的匹配率。然而,如果您聲稱在兩者上都達到專家級水準但沒有支持證據,人類審核者可能會質疑深度。請量化您的熟練程度:「Unreal Engine 5 — Primary (4 shipped titles)」和「Unity — Secondary (2 mobile prototypes, 1 shipped title)」。這滿足了 ATS 關鍵字匹配,同時為人類審核者提供清晰的上下文 [^6]。
遊戲設計師的理想履歷長度是多少?
經驗少於 4 年的候選人一頁。擁有 5 年以上經驗、多個已發布作品和領導或總監職責的高級設計師兩頁。ATS 不會懲罰頁面長度,但人類審核者在初次瀏覽時平均花費 6-7 秒。一個只有一次實習的初級設計師的兩頁履歷暗示編輯不佳,而一個擁有 8 年經驗和 4 個已發布 AAA 作品的主設計師的一頁履歷暗示缺少專案深度。優先展示您最有影響力、指標豐富的貢獻,而非全面列出每個專案。
我應該如何處理履歷上受 NDA 限制的專案?
編寫符合 NDA 的描述,提供類型、規模、平台和團隊規模而不提及作品名稱或發行商:「Unannounced AAA Open-World RPG (Major Publisher) — Designed 15 side quest chains with branching outcomes for open-world RPG targeting PlayStation 5, Xbox Series X, and PC, collaborating with 12-person narrative team.」ATS 仍然可以匹配「open-world RPG」、「PlayStation 5」、「quest design」和「narrative team」等關鍵字。大型工作室的招聘人員期望看到符合 NDA 的語言,不會因為您隱瞞作品名稱而扣分——他們會因為您違反 NDA 而扣分 [^7]。
引用:
[^1]: O*NET OnLine, "15-1255.01 — Video Game Designers," https://www.onetonline.org/link/summary/15-1255.01
[^2]: Bureau of Labor Statistics, "Web Developers and Digital Designers — Occupational Outlook Handbook," https://www.bls.gov/ooh/computer-and-information-technology/web-developers.htm
[^3]: GDC, "2025 Game Industry Salary Report," https://gdconf.com/article/tktkt-gdc-salary-report/
[^4]: Entertainment Software Association, "2024 Economic Impact Report," https://www.theesa.com/resources/2024-economic-impact-report/
[^5]: JobsPikr, "Labor Market Trends 2025: Gaming Industry," https://www.jobspikr.com/blog/gaming-industry-labor-market-report-2025/
[^6]: O*NET OnLine, "Video Game Designers — Technology Skills," https://www.onetonline.org/link/tt/15-1255.01/43232102
[^7]: Jobscan, "ATS Resume Guide," https://www.jobscan.co/blog/ats-resume/
[^8]: Coursera, "Video Game Designer Salary + 2026 Career Guide," https://www.coursera.org/articles/video-game-designer-salary
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