Game Development Internship
Build a game people can actually finish. Mechanics, physics, UI, audio, save systems and a build you can hand someone to play.
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
- Unity
- C#
- Physics
- Animation
- UI Toolkit
- Play Store
A finished small game beats an unfinished big one
Most beginner games die at 40% because the scope was wrong. Week two your mentor will cut your idea down to something you can genuinely ship in twelve weeks, and then hold you to it.
- 1You pitch a concept and your mentor scopes it down
- 2You build a playable prototype in three weeks
- 3You playtest with real people and fix what breaks
- 4You polish, optimise and produce a store-ready build
No prior Unity needed. Weeks 1 to 3 cover C# and the editor from zero.
// Week 4: physics-driven movement, frame independent public class PlayerController: MonoBehaviour { [SerializeField] private float moveSpeed = 7.5f; [SerializeField] private float jumpForce = 12f; private Rigidbody2D _rb; private bool _grounded; private void FixedUpdate() { var x = Input.GetAxisRaw("Horizontal"); _rb.velocity = new Vector2(x * moveSpeed, _rb.velocity.y); if (_grounded && Input.GetButtonDown("Jump")) _rb.AddForce(Vector2.up * jumpForce, ForceMode2D.Impulse); } }
Eight things you will actually be able to do
C# for Unity
Components, coroutines, events and writing scripts that stay readable at 5,000 lines.
Core mechanics
Movement, combat or puzzle loops that feel good rather than merely function.
Physics
Rigidbodies, colliders, raycasts, and why FixedUpdate exists.
Animation and camera
State machines, blend trees, Cinemachine framing and game feel.
Game UI
Menus, HUD, pause, settings and a save system that survives a crash.
Level design
Pacing, difficulty curves and prefab-driven levels you can iterate on fast.
Optimisation
Draw calls, batching, profiling and hitting a stable frame rate on cheap phones.
Build and publish
Platform settings, input mapping, signing and a store-ready build.
The 12-week plan
Four phases. Each one ends in a deliverable that is reviewed and graded before the next opens.
Unity and C#
The editor, the language and your first playable scene.
- C# fundamentals for Unity: classes, events, coroutines
- Editor, scenes, prefabs, components and the inspector
- Sprites, tilemaps or 3D primitives and materials
- Version control for Unity projects with Git LFS
A playable grey-box scene with a controllable character and one working mechanic.
Mechanics and physics
Making the core loop feel right.
- Rigidbody movement, collisions and raycasting
- Animation state machines and blend trees
- Camera work, juice, screen shake and feedback
- Enemy or obstacle behaviour and simple AI
A vertical slice: one complete level with the core loop, tuned after two rounds of playtesting.
Systems and content
Turning a mechanic into a game.
- Menus, HUD, pause and settings with UI Toolkit
- Save and load, progression and scoring
- Audio: music, SFX, mixing and ducking
- Level design, difficulty curve and content pipeline
A complete game loop from main menu to win or lose state, with saved progress across sessions.
Polish and ship
Performance, packaging and a build people can play.
- Profiling, draw calls, batching and memory
- Mobile input, aspect ratios and device testing
- Build settings, signing and store assets
- Portfolio case study, CV rewrite, mock interview
A store-ready build, a public repository and a playable link you can send to employers.
Every intern ships a game people can finish
You pitch a concept in week two and your mentor cuts it to a shippable scope. By week twelve it has a menu, a loop, a save system and an ending.
- A complete, playable 2D or 3D game
- Tuned against real playtest feedback
- Yours to publish and put in your portfolio







What every Ezitech intern gets
Three things that make this different from a course you watch on a screen.
Live client briefs
You work on real Ezitech projects with real deadlines and real revision rounds, not recycled practice exercises.
A mentor, not a playlist
Weekly reviews with someone who does this work for a living, plus a team of interns around you to build with.
Portfolio and experience letter
You finish with shipped work you are allowed to show and a letter that says exactly what you delivered.
Verified certificate
Issued by Ezitech Institute and verifiable by employers.
Experience letter
On company letterhead, stating exactly what you delivered.
A playable game
A finished build plus the Unity project on GitHub.
Interview preparation
CV rewrite, portfolio case study and a technical mock interview.
A route into the team
Top performers are considered first for paid junior roles.
Confidence in review
Twelve weeks of defending your own work to a senior practitioner.
Built for you if
- You are a student or fresh graduate in CS, IT, SE or design
- You know basic programming logic in any language
- You are willing to cut your idea down to something shippable
- You want a playable portfolio piece, not a demo reel
Not a fit if
- You want a certificate without doing the work
- You cannot give 25 hours a week for 12 weeks
- You are looking for a purely theoretical course
- You want to skip review and work alone
Questions people ask
Everything applicants email us about, answered before you apply.
Do I need Unity or C# experience?
How many hours a week does it take?
Is it remote or onsite?
Can I make a 3D game, or does it have to be 2D?
Can final-year students apply?
How do I apply?
Not sure Game Dev is the one?
Every app development internship runs three months, hybrid, with the same mentor model. Or take the six-month All-in-One flagship.
Flutter
One Dart codebase that ships to both Android and iOS.
View trackUI & UX
A product brief turned into wireframes, a prototype and a design system.
View trackNative App
Platform-native Android and iOS, and what really differs between them.
View trackAndroid
A Kotlin app with local storage, networking and a proper architecture.
View trackFinish a game instead of starting five
Three months, one shipped piece of real work, a mentor who reviews you every week. Registration takes five minutes.
Ezitech Institute · Rawalpindi, Pakistan · info@ezitech.org · +92 345 5555396