Beyond the Resume: How Palworld's Studio Hires "True Gamers" by Scrutinizing Steam Playtime

LoVeRSaMa
LoVeRSaMa
January 23, 2026 at 6:07 PM · 4 min read
Beyond the Resume: How Palworld's Studio Hires "True Gamers" by Scrutinizing Steam Playtime

In an industry where portfolios, coding tests, and technical interviews are the standard gateways to employment, one studio has introduced a uniquely personal requirement. For a game designer role at Pocketpair, the developer behind the global phenomenon Palworld, your resume is only part of the story. The other, non-negotiable part? A screenshot of your Steam playtime history.

This policy stands in stark contrast to the formal, often anonymized hiring processes of major tech and gaming corporations. It’s a deeply intimate ask that cuts straight to a candidate's personal life and passions. With Palworld’s record-shattering success—selling over 8 million copies in six days and reaching 25 million players in its first month—Pocketpair has undeniable commercial credibility. But its unconventional hiring tactic raises a pivotal question for modern game development: Is demanding proof of being a "true gamer" a revolutionary method for building a more intuitive, player-centric studio, or is it an exclusionary form of gatekeeping that could stifle diversity of thought?

The "True Gamer" Hiring Policy Decoded

The requirement is specific and uncompromising. Applicants for design positions must submit visual proof of their engagement with games on Valve’s platform. CEO Takuro Mizobe has been clear on the consequences: “Applicants who have played zero games on Steam are, in principle, automatically rejected at the document screening stage.”

While the studio accepts playtime data from consoles as a secondary source, Steam history is described as “paramount.” This document check is merely the first filter. The policy extends into the interview room, where candidates must then analyze their most-played Steam titles. They are expected to deconstruct game mechanics, critique design choices, and articulate what makes those games stand out within their genre. It’s a test of analytical skill rooted in personal experience.

Head of Publishing John “Bucky” Buckley confirmed the practice is real, sharing that during his own hiring process he was quizzed on titles like the deck-building roguelike Slay the Spire. The message is clear: at Pocketpair, your taste and your time invested are direct qualifications.

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The "True Gamer" Hiring Policy Decoded

The Philosophy Behind the Practice: "Built by Gamers"

The stated rationale for this policy is to foster a team with a deep, intrinsic understanding of games. The logic is that developers who spend significant time playing—and critically thinking about—games will inherently design better ones. They speak the language of mechanics, balance, and player psychology not just theoretically, but from thousands of hours of lived experience.

Bucky links this directly to the studio’s 100% independent status, suggesting it’s a bulwark against the corporate disconnect that can plague larger publishers. Furthermore, the specific focus on Steam is strategic. Pocketpair’s games, including Palworld and Craftopia, are distributed primarily on that platform. CEO Mizobe has stated the company wants developers who play indie games, a vast ecosystem that lives predominantly on Steam. This creates a shared cultural and experiential foundation within the team; when discussing a feature or a problem, the points of reference are immediate and deeply understood.

The Philosophy Behind the Practice:
The Philosophy Behind the Practice: "Built by Gamers"

Controversies and Criticisms: Gatekeeping or Good Sense?

Despite its internal logic, the policy is not without significant controversy. Critics argue it could unfairly exclude talented individuals who primarily game on consoles, mobile, or other platforms. A brilliant systems designer who honed their craft on PlayStation exclusives or a narrative expert immersed in Nintendo’s libraries could be filtered out before they even get a chance to speak.

There’s also a risk of homogenizing the team’s perspectives. If everyone is hired from a similar pool of “true Steam gamers,” does the studio risk creating an echo chamber of similar play experiences and design inspirations? Furthermore, the industry has a fraught history with “passion.” Prioritizing it in hiring can sometimes be leveraged to justify excessive crunch or lower compensation, under the assumption that “passionate” employees will work longer hours for the love of the craft.

Proponents counter that for a studio whose lifeblood is creating PC-centric experiences, ensuring foundational product knowledge in their primary market is simply good business. It’s a direct way to avoid the paradox of game designers who don’t actively engage with the medium they are shaping, ensuring a baseline of literacy that goes beyond academic theory.

Conclusion: A High-Stakes Bet on Cultural Specificity

Pocketpair's hiring policy is a bold, logical extension of a "player-first" ethos into a "player-developer" model. For a studio whose identity and distribution are inextricably linked to Steam, it ensures a foundational, shared literacy. The commercial success of Palworld serves as a compelling, if singular, data point in its favor.

However, the criticisms of gatekeeping and homogenization are not merely theoretical—they are warnings about the potential innovation cost of a narrowed perspective. As Pocketpair expands, launching a publishing arm for titles like Dead Take and developing new projects like Never Grave: The Witch and The Curse, this insular culture faces its ultimate test. This expansion occurs under the long shadow of an ongoing lawsuit with Nintendo and The Pokémon Company, adding a layer of high-stakes external pressure to the studio's internally-focused strategy.

The policy is less a universal blueprint and more a high-stakes bet on cultural specificity. The lesson for the broader industry may not be to scrutinize Steam libraries, but to rigorously define the specific player empathy and design literacy their games require, and to find inclusive, verifiable ways to assess it. The success of Palworld proves Pocketpair understands its niche; the future of its expanding empire will test if that niche is enough to sustain growth and navigate the industry's greatest challenges.

Tags: Game Development, Hiring Practices, Palworld, Pocketpair, Gaming Industry

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