Today on “the gamedev community literally can’t catch a break”…
For the people that don't want to read the article, this seems especially relevant:
But much has changed since 2022: Embracer, which owns Gearbox, bet the house on a $2 billion deal with a Saudi investment group that fell through in 2023. Ever since, its many, many properties have been hit by layoffs on a near-monthly basis.
technomad@slrpnk.net 11 months ago
As someone who always thought about getting into gaming as a career, i’m so glad i didn’t… it’s a shame that game developers are having to suffer through such a toxic industry, and that there aren’t more protections in place for these people that create the amazing experiences that we all love so much.
I hope that they are able to find new and better places of employment.
Gloria@sh.itjust.works 11 months ago
Unions. If we want to stop the suffering of exploited game developers while the gaming industry rakes in more money than the movie- and music industry combined, we should push hard for unions to protect the well being on creative potential of these workers. Idgaf if EA loses 10-25 million a year to additional wages. That money belongs to the workers in the first place.
IMALlama@lemmy.world 11 months ago
It’s probably significantly more than 10-25 million a year in additional wages given the quality of employees, but it’s still likely pocket change next to things like the marketing budget. I work in a more capital intensive industry (tooling, hard parts, etc), but we still spend a few billion on engineering. Know what else we spend a few billion on? Marketing, amoung many other things. Job cuts always make me chuckle because they’re a, “we’re doing something” but we spend orders of magnitude more on material, facilities, etc.
LastoftheDinosaurs@lemmy.world 11 months ago
BillSchofield@lemmy.world 11 months ago
I don’t think that unions will help the game industry to the same degree that they help others.
There’s an endless supply of young people who are excited to make games. Oversupply means that the demand-side (employers) have the power advantage.
WarmSoda@lemm.ee 11 months ago
It’s a “seasonal” gig. Like a call center. They only hire how ever many people they need at a given time.
Denalduh@lemmy.world 11 months ago
Sorry you’re getting downvoted for being correct. I went to school for game design and decided to change career paths when I found out everything is contract work. Once a game is finished, you’re out of a job and need to search for another studio to work for.
Fandangalo@lemmy.world 11 months ago
It’s not as much. GaaS is the predominant model, and you make more on the LiveOps side than the launch recoup period.
Source: Developer of 10 years, x-Director at 200 person company.
Vlyn@lemmy.zip 11 months ago
That’s simply not true, projects are usually done in stages. You got pre-production, production, testing, launch, post-production, …
So take an employee who mainly works in pre-production. Based on what you said they’d be laid off after everything is done and production starts, right? But that’s not how it works. Those people immediately start with the pre-production work of either the next project, or the DLCs for the current one.
There’s always more to do, after launch of a game you can’t have your developers sit around idle, you need the next project already prepared and ready to go. That’s why game DLCs sometimes release only months after launch, they have been worked on for a while.
BillSchofield@lemmy.world 11 months ago
I left the game industry in 2010 (after 18 years) and it was the best career decision I’ve ever made.
I still get to work with amazing people on interesting problems AND I work sustainable hours and am compensated better.
KeefChief13@lemmy.world 11 months ago
Wanted to be a game dev my whole life, got a bs in cs applied to a few jobs, and realized it was brutal work and went sde instead.