Who has pet projects in the games industry and what drives them?
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The article was written by Katya Sabirova, the CEO and co-founder of InGame Job and PR and communications advisor at Values Value.
How many people in the games industry have their own side projects that they work on beyond their full-time jobs? Who are they? What drives them to do it, and do they earn any extra income from their passion projects? How do they feel about it, and what helps them avoid burnout – if anything does?
In this article, we’ll dive into these questions and find the answers.
Our main source of data is the Big Games Industry Employment Survey 2024, conducted in Spring 2024. The full report is now available for free on the InGame Job portal.
Among the 1,800+ survey participants, nearly 40% said they have a side project.
Who in the game industry has side projects?
According to our survey, senior-level specialists have the highest share of those working on side projects – 34%. Mid-level professionals follow closely behind – 29%. Among team leads and C-level professionals, around 13% to 14% are engaged in side projects.
To determine which specialists are more likely to work on side projects, we divided our survey sample into two geographic groups: EU countries (which also includes the UK and Switzerland) and non-EU European countries.
We found this distinction important because of a hypothesis – companies in the EU tend to enforce stricter regulations on employees, such as mandatory office attendance or hybrid work policies.
This could leave less room for creative pursuits outside of work. Additionally, full-time employees in the EU may face restrictions preventing them from working on game projects that could, in theory, compete with their employer’s products.
As the chart below shows, our hypothesis is more likely confirmed than not: professionals in non-EU countries are more engaged in side game projects. Artists are the most active in this space (10% in non-EU countries vs. 7% in the EU). Around 7% to 9% of programmers and game designers also channel their creativity into game development alongside their full-time jobs.
Are these specialists loyal to their employer?
How engaged are professionals working on side projects in their full-time jobs? How loyal are they to their employer? One key metric that helps answer these questions is eNPS.
eNPS (Employee Net Promoter Score) is a metric used to measure employee satisfaction and loyalty by asking how likely they are to recommend their employer to others. It helps companies gauge engagement and identify areas for improvement. eNPS is reported with a number from -100 to +100. A higher score is desirable.
Tanja Loktionova, Founder at Values Value, Co-Founder at InGame Job:
“For me, the Pet Projects question in this report stands out as one of the most significant. It’s a key indicator of current industry trends. Nearly 40% of respondents have a Pet Project, which shows that the industry attracts passionate individuals who work on games both professionally and in their spare time.
“However, this trend might also signal dissatisfaction with their current work, whether it’s the genre, platform, or employer. A lower eNPS (employee Net Promoter Score) among those with Pet Projects suggests they may be less satisfied with their primary job or project. In contrast, those without Pet Projects tend to have a much higher eNPS.
“This could also highlight how challenging it is to develop projects not based on popular IPs or backed by major brands or corporations. Many in the industry might not fully believe in the success of their current projects, even if these align with their interests.
“It’s particularly striking that so many people are engaged in Pet Projects in 2024, as the industry is still recovering from years of layoffs. With reduced support for new teams and tougher investment conditions, people are still finding ways to create their own games.
“This may also be linked to advances in AI, which have made game development faster and more affordable.”
What about earnings?
Having a pet project doesn’t necessarily mean having additional income. However, sometimes a pet project can generate revenue.
We asked respondents about any income beyond their full-time salary – whether from their pet project or freelancing – and the results were quite interesting. Below, you’ll find a chart showing the median annual earnings in euro of mid-level professionals.
Personal stories from those working on pet projects: what truly drives them, and what helps them avoid burnout?
We asked three game industry professionals about the projects they’re working on – both in their full-time jobs and as a hobby. How do their employers feel about it? What motivates them? And how do they handle burnout?
Stefan Szymczyk, writer and narrative designer:
“Right now, my full-time job is working on the Rijoca project. So far, there’s the book Rijoca – The Pygmalion Complex, an adventure novel about thieves, chess, and diamonds.
My pet project is P vs NP, a narrative-driven game set in an alternate version of the 1970s. The game follows a brutal scientific war over a groundbreaking invention, with the player facing extreme environmental challenges, deadly enemies, and their own lack of education. It’s a mix of survival, sci-fi, and mystery.
“My main motivation is creative expression. I love telling stories in different mediums, and side projects give me the freedom to experiment with new ideas. While extra income is always nice, what really drives me is the challenge and excitement of bringing unique narratives to life.
“Burnout is always a risk when handling multiple projects. I try to avoid it by balancing structured work with creative breaks, switching between projects to keep things fresh, and setting realistic deadlines. Passion keeps me going, but I also know when to step back and recharge.
“I have full control over my schedule and projects. My side projects don’t compete with my main work – they complement it, letting me explore different storytelling methods without conflict.”
Maksim Kurtlatskov, game producer and product manager / Xsolla, ex-Nexters:
“My last full-time project was an RPG battler. My pet project is Dunland: Survivors’ Story – a low-poly ecosystem sim with RPG and roguelite elements, developed for PC (Steam).
“This is my creative outlet – a space where I can express myself and build a narrative that feels meaningful. In my main job, I take a very ‘producer-oriented’ approach, where profitability is the top priority. But game development isn’t just about profit – it’s also about meaning, and that’s something I miss in my full-time work.
“I try to keep a healthy work-life balance and regularly check in with myself about my workload. If I start feeling overwhelmed at my main job, I put my pet project on hold. I don’t set strict deadlines or push too hard if progress is slow. The downside of this approach is that it makes building a team difficult – I sometimes disappear as the project’s visionary and idea-holder.
“My employer is fine with it. Side projects are common in the industry and are often seen as a way to develop new skills and expertise.”
Serge Polishchuk, developer, project manager and delivery manager:
“I currently work at a startup where we develop so-called skill-based games. What I love about my job is that I’m 100% involved in designing the algorithms for our games. I honestly don’t know if there’s anything more interesting. But I’ve always had the urge to code something just for myself.
“I have two pet projects. One is a system for delivering odds from the source to clients’ browsers using WebSocket and C/C++. Not many people know how to implement this properly, which is why you often see sportsbook websites where the odds ‘freeze’ – they don’t update in time, allowing players to place bets on outdated odds and make easy money. The casino, on the other hand, loses money, and if this happens too often, it eventually shuts down because it becomes ‘unprofitable’.
“My other pet project is a backend for casino games – slots, Plinko, tabletop games, and so on. I recreate existing games and come up with new ones.
“Lately, I haven’t been spending much time on these projects since my full-time job already gives me plenty of technical challenges.
“Do my pet projects bring me any income? No, because I’m neither a designer nor a salesperson. I can build something functional and high-quality, but making it visually appealing and selling it? That’s beyond me.
“As for burnout, I don’t see it as a risk. I’ve found my own method – when I get tired of one project, I switch to another, then come back to the first one later. It’s a reliable system, tested over the years.
“Does my employer know about my side projects? Well, before this article – no. But not because I was hiding anything. My pet projects are just a natural part of my life, like going to the theatre or taking a walk in the park. No one would criticise me for mentioning that I go to the gym, right?”
The new Big Games Industry Employment Survey 2025 is already published. We invite everyone to take part in it! The more responses we collect, the more exciting data InGame Job & Values Value will have for analysis and for sharing.