Today on “the gamedev community literally can’t catch a break”…

  • @[email protected]
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    10 months ago

    It’s a “seasonal” gig. Like a call center. They only hire how ever many people they need at a given time.

    Edit. Yes, disagree with the comment for explaining how these companies work.

    • Meeech
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      2110 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.

      • @[email protected]
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        10 months ago

        Exactly. When they don’t need X amount of people they clear the seats.

        Production ramps up for a new game, and they fill those seats again.

        Unless you “breakthrough” or prove yourself invaluable to the company your always going to be looking for a new gig.

      • MudMan
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        710 months ago

        If it was all contract work it’d be better, probably. Devs would have representation, like actors or film directors, and they’d sign up for a project at a premium in the understanding that they’re getting paid for the downtime after the project ends.

        The kinda shitty part is that everybody is a full time employee but you still get frequent layoffs after projects end. That’s the worst of both worlds, especially in the US where there are basically zero mandatory protections. In places with actual labor regulations it’s… kinda expensive and self-defeating.

        It is true that the layoffs get reported but the hires do not, so a lot of devs get rehired fairly quickly or start new projects and studios, so it always seems like there are devs getting kicked to the curb when there’s a baseline of churn and cycling. That said, 2023 has been a very, very, very shitty year for the games industry for a number of reasons. Which sucks, because it’s been a great year for games themselves.

        • @[email protected]
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          310 months ago

          The kinda shitty part is that everybody is a full time employee but you still get frequent layoffs after projects end. That’s the worst of both worlds, especially in the US where there are basically zero mandatory protections. In places with actual labor regulations it’s… kinda expensive and self-defeating.

          Something like 60% of EA employees live outside the U.S.A.

    • @Fandangalo
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      710 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.

    • @[email protected]
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      -110 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.

        • @[email protected]
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          -110 months ago

          What has that to do with this argument? The lay-offs in the last six months were mostly due to massive overhiring while money lending was cheap. Now interest rates are up and those companies are trying to keep their profits up (or become profitable in the first place).

          And the thing is: They hired so many people, even with the lay-offs the headcount is still higher than it was a few years ago.