Intake open · 3-month track

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.

3Months
HybridFormat
655+Enrolled
FreeTo apply
Runner. Build 42
Frame budget60 FPS
Playable on
Android + PC
Mentor review
Weekly, 1-to-1
  • 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
12Weeks
25 hrsPer week
655+Interns trained
1Playable build
The work

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.

Assets/Scripts/Player/PlayerController.cs
// 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);
    }
}
Skills

Eight things you will actually be able to do

01

C# for Unity

Components, coroutines, events and writing scripts that stay readable at 5,000 lines.

02

Core mechanics

Movement, combat or puzzle loops that feel good rather than merely function.

03

Physics

Rigidbodies, colliders, raycasts, and why FixedUpdate exists.

04

Animation and camera

State machines, blend trees, Cinemachine framing and game feel.

05

Game UI

Menus, HUD, pause, settings and a save system that survives a crash.

06

Level design

Pacing, difficulty curves and prefab-driven levels you can iterate on fast.

07

Optimisation

Draw calls, batching, profiling and hitting a stable frame rate on cheap phones.

08

Build and publish

Platform settings, input mapping, signing and a store-ready build.

Curriculum

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
Deliverable

A playable grey-box scene with a controllable character and one working mechanic.

The capstone

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
Start your application
Ezitech seminar session with students at a university auditorium
Ezitech stall at a university open house and job fair
Ezitech receiving a shield at a university project presentation
Ezitech team and interns group photo outside the institute
Ezitech speaker presenting at a talent award ceremony
Ezitech mentors reviewing intern project documents
Ezitech team discussing an intern project brief in the office
01 / 07
Duration12 weeks
Commitment25 hrs / week
FormatOnsite + remote
LocationRawalpindi, PK
LevelJunior / fresher
ReviewsWeekly, 1-to-1
The Ezitech model

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.

And you leave with
  • 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
FAQ

Questions people ask

Everything applicants email us about, answered before you apply.

Still not sure?

Talk to the admissions team before you commit twelve weeks.

Contact Ezitech
Do I need Unity or C# experience?
No. Weeks 1 to 3 cover C# and the Unity editor from zero. Basic programming logic in any language helps, and so does having actually finished games as a player. You notice more than you think.
How many hours a week does it take?
A minimum of 25 hours across 12 weeks, split between onsite sessions, mentor reviews and independent work. Interns who treat it as full-time finish with noticeably stronger portfolios.
Is it remote or onsite?
Hybrid. Onsite days run at the Ezitech office in Rawalpindi; the rest of the week is remote with scheduled check-ins. Candidates outside Rawalpindi and Islamabad can complete the track fully remotely if they attend the weekly review calls.
Can I make a 3D game, or does it have to be 2D?
Either. The scope conversation in week two matters far more than the dimension. A tightly scoped 3D game is fine; an ambitious open-world 2D game is not.
Can final-year students apply?
Yes, and many do. The capstone is regularly used as a final-year project because it is built from a real brief with real requirements. Agree the scope with your mentor in week one if your university has a set submission format.
How do I apply?
Register on the Ezitech intern portal, choose the Game Dev track, and complete the three-step form with your education details and CV. Shortlisted candidates get a short screening call before the intake starts.
Applications open

Finish 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