FIRSTJOBZ

Creative jobs you can get at 16 (and at 18)

Creative & Media guides - FIRSTJOBZ

Here's the honest answer, because you deserve one rather than a list of jobs that don't really exist. Creative and media is thin at 16, so nearly everything open to you at 16 and 17 gets found locally rather than advertised, while FIRSTJOBZ itself lists roles for over-18s. That makes this page a map rather than a shopping list: what you can genuinely do right now, what lands on your eighteenth birthday and how to arrive holding something real.

Why the door is narrow at 16 and 17

It isn't snobbery. It's practicalities stacked on top of each other.

Creative work runs late. Shoots wrap when they wrap, get-outs finish after midnight, editors work to a delivery time rather than a clock. The law limits when under-18s can be at work: staff aged 16 or 17 cannot work between midnight and 4am at all and usually cannot work between 10pm and 6am, though a contract can shift that window to 11pm until 7am. There's a genuine quirk in your favour here, mind - cultural, artistic, sporting and advertising activities sit among the sectors where those night restrictions can be lifted, with compensatory rest given instead. It's a real exception rather than a loophole, so a venue or production that wants to use it can. Most simply find it easier to book adults.

Add the rest of it and the picture makes sense: insurance on sets, lone working, client sites, DBS checks for anything in schools, plus driving for kit runs and location work. You can start learning to drive a car at 17, which quietly widens the list the moment you're old enough for the jobs anyway.

The rules are tighter again if you're still under school leaving age - 16 but still in year 11, say. You count as a child worker then. You can't work during school hours, before 7am or after 7pm, or for more than 12 hours in a term-time week: 2 hours on school days and Sundays, with up to 8 hours on a Saturday once you're 15 or 16. School holidays loosen to a maximum of 35 hours a week at 15 and 16, still capped at 2 hours on Sundays. You're entitled to an hour's break after 4 hours of work plus a 2-week stretch of the holidays completely free of work each calendar year. Some councils also ask your employer to register the arrangement, so don't be startled if a work permit comes up.

Once you're past year 11 you're a young worker rather than a child worker. Full-time becomes legal, up to 40 hours a week, though in England you'll stay in some form of part-time education or training until you're 18.

What's genuinely open at 16 and 17 - and how you find it

More than you'd think, as long as you're looking in the right places. None of it arrives through a job board, ours included. This is the walk-in, ask-around, know-a-teacher end of the industry, so the finding matters as much as the doing.

Creative-adjacent Saturday jobs. Print shops, sign makers, framing shops, camera and art suppliers, cinemas, theatre front of house, a photo studio's reception. The pay is retail pay rather than media pay, but you spend a year around real equipment, real customers and real deadlines. A year in a print shop teaches you paper, colour and file setup better than any course does. You find these by walking in with a printed CV on a quiet weekday afternoon and asking whether the manager's about.

Volunteering where the kit is. Community and hospital radio, school AV and production crews, a local theatre's backstage team, a charity that needs its social media running. Genuine volunteering with a charity or a community organisation is a door that really does open before 18 and it hands you credits, references and stories. Email the station or the venue directly. They almost never advertise, so nobody's competing with you for the slot.

Small paid gigs, found through people who already know you. Photographing a family friend's christening, filming a local business's new premises, making a band's poster. Charge something, even if it's small. Getting used to saying a price out loud at 17 is worth more than the money.

School and college routes. Your careers lead can arrange a work experience placement with a local studio, venue or paper far more easily than you could land a paid role at the same place. Course projects, competitions and the school production all count as work if you finish them properly. Our routes into creative jobs guide compares the study options.

If something at this age is paid, your legal minimum is £8.00 an hour. Our creative pay guide has the full ladder, plus the section worth reading before anyone offers you "exposure" instead of wages.

What unlocks at 18 - and where FIRSTJOBZ comes in

Your eighteenth birthday changes more in this industry than in almost any other.

The money moves first. Your legal minimum becomes £10.85 an hour automatically, no promotion required.

The rota opens second. Adult working-time rules replace the young-worker night limits, so late get-outs, overnight edits, festival weekends and long shoot days all become straightforward to book you for. Casual crew lists at venues, which are the fastest way into live events, mostly start here.

The front doors open third. This is the big one. Runner roles at production companies and post houses. Studio and design assistant jobs. Trainee schemes, including established industry programmes like the ScreenSkills Trainee Finder, which places new entrants on paid placements with film, high-end TV and children's TV productions and is open to applicants aged 18 and over. Apprenticeships, agency juniors, technician roles: the whole entry layer of British creative work is broadly aimed at 18-plus.

Which is where we come in. FIRSTJOBZ carries the over-18 half of that list, so from 18 the board is yours: browse live creative jobs and apply the same day. Nothing to join beforehand. It'll be sitting there on your birthday. In the meantime the guides are the useful part.

Arrive at 18 ready

Two people turn 18 on the same day. One has spent two years quietly stacking evidence. The other starts from zero. Same age, completely different application.

Build the portfolio. This is the highest-value thing you will do in these two years, because creative work is one of the very few fields that looks at what you made instead of where you worked. Film the school production. Photograph a local band. Design the posters for the charity night. Cut a short. Run a channel and actually keep posting. Three finished pieces you can talk about for five minutes each will beat a stronger candidate with nothing to show, every time. Our no-experience guide explains exactly how employers read that evidence.

Bank the references. The print shop manager, the radio station's volunteer coordinator, the teacher who ran the AV crew. Three people who'll answer the phone about you is a serious asset at 18. Ask them while you're still fresh in their memory rather than eighteen months later.

Stack the availability. Weekends free, evenings free once the night rules drop away, a provisional licence in progress, a bag of your own kit however basic. Crew bookers pick the person who says yes and turns up. Make yourself the easy yes.

Do those three and an 18-year-old with a portfolio, a year of Saturdays in a print shop and a term of volunteering behind them isn't a gamble at all. They're the safest hire on the pile: proof of curiosity, proof they turn things in, a reference who'll pick up.


So start where the door is actually open. At 16 and 17 you build the evidence almost nobody else bothers with, in print shops and community radio stations and the school production cupboard. None of that needs a job advert to exist. Take the CV, interview and routes guides from the creative hub while you're at it, because they're the same guides you'll want the week you start applying properly. The board's waiting on your eighteenth.