Graphic Designer
Graphic designers create visual material — logos, brand guidelines, adverts, packaging, social media assets, websites, reports, signage — that communicates a message on behalf of a client or an employer. Most work either in a design or advertising agency (serving lots of external clients) or "in-house" (as part of one organisation's marketing or brand team). The job is mostly interpreting a brief, producing options, and reworking them based on feedback from people who are not designers.
Approximate graduate salary
Starting salaries for junior graphic designers are typically somewhere around GBP 20,000–26,000, though this varies widely — London agency and in-house roles tend to sit at the higher end and regional studios, charities and smaller employers lower. Freelance day rates work on a completely different basis and depend heavily on your contacts and specialism.
What you'd actually do
- Taking a brief — a written or verbal description of what's needed — from an account manager, marketing colleague or client, and asking questions to work out what the thing is actually for and who will see it
- Producing artwork in Adobe Creative Cloud, mostly InDesign for layouts and print, Illustrator for logos and vector graphics, and Photoshop for image editing; increasingly Figma for anything screen-based
- Making the same asset in many sizes and formats — a campaign might need print ads, social posts at different aspect ratios, an email header and a web banner, all consistent with each other
- Applying an existing brand's rules (fonts, colours, spacing, tone) to new material, which is a much larger share of the work than inventing new brands from scratch
- Sending work for review and then amending it, often through several rounds, including changes you disagree with; junior designers spend a lot of time on amends
- Preparing files for output — checking colour settings, bleed and resolution for print, or exporting correctly sized and compressed assets for developers and web platforms
- Sourcing images, licensing stock photography or illustration, and checking fonts are properly licensed for the intended use
How graduates get in
- The most common route is a degree in graphic design, visual communication, illustration or a similar creative subject, followed by applying directly to junior designer or design assistant roles with a portfolio. There is no standard nationwide graduate scheme for this field the way there is in law or accountancy.
- Internships and placements are important. Many design courses include a placement year, and agencies frequently hire juniors from people who have already interned with them. A summer or short-term placement is a normal stepping stone rather than an optional extra.
- Larger advertising groups, retailers, publishers and some big in-house marketing teams do run structured creative or marketing graduate schemes that include design placements — these exist but are a minority of entry points and are competitive.
- Freelancing while building a portfolio is common, and for some designers it becomes the career rather than a stopgap. It is realistic but harder without contacts, so many combine it with part-time work early on.
- Conversion routes exist for graduates from other subjects: postgraduate diplomas or MAs in graphic design, or intensive short courses plus self-directed portfolio building. This works, but you will be judged on the portfolio, not the qualification.
- Some people enter sideways through adjacent junior roles — artworker (production-focused, executing existing designs accurately), studio assistant, or marketing assistant with design duties — and move into design proper. Artworking in particular is a well-trodden way in.
What employers ask for
- A portfolio is the primary requirement almost everywhere. It should show a small number of projects properly explained: the brief, your thinking, what you made and why. Employers generally prefer six to ten strong pieces over everything you have ever produced.
- A degree in graphic design or a closely related creative subject is usual but not universal; the subject matters far more here than in most graduate fields, because it's how you build the portfolio and the software skills. Degree classification is rarely a hard filter.
- Fluency in Adobe InDesign, Illustrator and Photoshop is effectively assumed. Figma is now expected for digital and product-adjacent roles, and useful everywhere.
- Some employers set a practical test or paid short brief as part of hiring — you're given a scenario and a deadline. Unpaid speculative work on a real live client project is a red flag; a short, clearly hypothetical exercise is normal.
- Requirements vary a lot by sector: agencies weigh conceptual and original work; in-house teams weigh whether you can apply a brand consistently and work at speed; publishing and print roles weigh typography and layout craft. Tailor what you show.
- There is no chartered status or licence to practise. Membership of professional bodies exists but is not a requirement for employment.
Skills that matter
Typography
Choosing and setting type well — spacing, hierarchy, pairing — is what separates professional work from amateur work, and it is the thing experienced designers notice first in a portfolio.
Layout and grid systems
Most commercial work is arranging text and images into a structure that holds together across a report, brochure, page or screen size.
Taking and interrogating a brief
Briefs are often vague or contradictory, and asking the right questions upfront prevents days of work being thrown away.
Explaining your design decisions
You will present to marketing managers, directors and clients who have opinions but no design training, and "because it looks nicer" doesn't survive that conversation.
Taking criticism without losing momentum
Work gets rejected, changed and diluted routinely, and juniors who take that personally burn out fast.
File and production knowledge
Getting colour, bleed, resolution and export settings wrong is expensive in print and embarrassing online, and juniors are often the ones responsible for the final file.
Where it leads
Junior designer or artworker — executing other people's concepts, making amends, resizing and adapting existing assets, building software speed and production knowledge. Usually a couple of years, but this varies with how much responsibility your employer hands out.
Midweight designer — running your own smaller projects end to end, presenting work to clients or internal stakeholders, and starting to shape concepts rather than just execute them.
Senior designer — leading larger projects, setting the visual direction, briefing and checking juniors' work. Timelines to this point vary widely; small studios can promote quickly, large organisations often can't.
From senior the paths split. Some move into people and project leadership — design manager, art director, creative director, head of brand — where you spend more time directing and less time in the software. Others deepen the craft as a specialist in branding, packaging, motion or typography.
Common sideways moves: into UX/UI or product design (often via Figma work and a portfolio pivot), motion design, illustration, front-end web work, or setting up as a freelancer or founding a small studio. Freelance and studio ownership are genuinely common outcomes in this field rather than exceptions.
What people get wrong
“It's a job where you spend your days coming up with original creative ideas.”
Most commercial design is applying rules that already exist — an established brand, a template, a house style — to new material, at speed. Blank-page conceptual work exists but is a smaller slice of the week than students expect, especially in the first few years.
“A good degree and good grades will get you hired.”
The portfolio does nearly all the work. A strong portfolio with a modest degree class beats the reverse in most hiring processes, and what you put in it matters more than where you studied.
“Graphic design and UX/UI design are basically the same job.”
They overlap in tools and visual craft but differ in what's being made. UX work involves user research, flows, prototyping and working closely with developers on how something behaves. Moving between them is very doable but usually needs deliberate portfolio work, not just a job title change.
“AI image tools have made the role redundant.”
They have changed parts of it — generating options, mocking things up, image editing — but the paid work is still about solving a defined commercial problem within brand rules, licensing constraints and production requirements. What is genuinely shifting is that employers increasingly expect designers to use these tools well rather than ignore them.
Where this varies
The two main environments feel very different. Agencies and design studios juggle multiple clients, run on billable time and deadlines, and tend to offer more variety and more conceptual work but longer hours and more pressure. In-house teams work on one brand, which means deeper knowledge and often steadier hours, but more repetition and more time spent producing routine material for internal requesters. Size matters too: in a small studio you may do everything from concept to print liaison in your first year, whereas in a large organisation juniors often specialise narrowly. Geographically, London has the largest concentration of agency work, but Manchester, Bristol, Leeds, Glasgow, Edinburgh, Birmingham and Cardiff all have real design sectors, and remote and hybrid working has widened where you can apply from. Sector also changes the job substantially — packaging, publishing, exhibition and signage, charity communications and public sector design each have their own conventions and constraints.
General guidance about the role across the UK market, not about any specific employer. Entry routes and requirements vary — always check the individual job advert.