Why game developers keep getting laid off
A sobering look at the state of affairs in AAA development in the holy land of big studios.
http://kotaku.com/why-game-developers-keep-getting-laid-off-1583192249
The basic gist is that game dev cycles create layoff and hiring cycles, and many people working in the industry uproot their lives and families regularly because of it.
It sounds rather scary :/
The article offers that indie development is a kind of a counter against that trend.
I know we're mostly far Far FAR from AAA in our circumstances, but I suspect that game development lifecycles are applicable no matter the size of the studio. True or not true?
http://kotaku.com/why-game-developers-keep-getting-laid-off-1583192249
The basic gist is that game dev cycles create layoff and hiring cycles, and many people working in the industry uproot their lives and families regularly because of it.
It sounds rather scary :/
The article offers that indie development is a kind of a counter against that trend.
I know we're mostly far Far FAR from AAA in our circumstances, but I suspect that game development lifecycles are applicable no matter the size of the studio. True or not true?
Comments
People still join up and leave all of the time, but that's more about personal preference, whether they fit well with the team, whether they're doing good work, and not so much because of the system.
I imagine that if/as we grow bigger, we'll be hiring more specialised positions (e.g. our recently hiring a writer and a concept artist), and this dev cycle thing may be more of an issue. You can streamline it though, so that your studio is working on multiple productions at once, so that when some of the studio is busy trying to ship a game (sticking in achievements, fixing bugs, trying to figure out wtf a Unity update just broke), the other part of your team that is useless at this point (like concept artists) would ideally be working on the next project. I don't know that anyone in the country's at that point though, and I'm also not entirely sure that it's desirable. Bigger doesn't always mean better. It may be better business to have a smaller team that you know and trust, than to have a bigger team that increases your risk in multiple ways.
Then I look at the companies I've worked for and realise that bad management is the norm, and that giants are profitable more on reputation than on efficiency.
The recent tendency of people coming from a AAA background starting their own studios, with the idea of still making games without all the horrible conditions that go with the AAA industry, is proof that there's something wrong with the system. Perhaps it's just a shift the industry is going through, and with time, things like a pre-production cycle (to keep concept artists and script writers occupied) might become more common practice.
@Tuism, You're right, it does sound like bad management, but like I said, given that the industry is experiencing such massive growth, I think that the concept of managing the design and development of a game is still kind of new. Nobody knows how to do it properly, because nobody has done work like this on such a massive scale before. There's no "how-to" for managing the production of games because it's still suck a new industry. I dunno, I'm just spit-balling now.
I'd argue that's very similar to the way that Hollywood spins up teams to produce films, except that the film process is more concretely understood and unions exist to push for fairer conditions for workers in that loop. One of the biggest problems seems to be that people who want to make games aren't willing to see themselves as workers - they consider themselves management because of their high-tech skillset. Is it any wonder that management tends to be crap in an industry where it's undervalued AND experienced people are constantly leaving because the money is better elsewhere that's less hit-driven?
There are of course AAA studios that are tied to publishers that don't work this way, but my feeling is that those publishers aren't invested in these studios long-term, and are pretty much doing games on a per-project basis, awaiting the financial returns of the current project before being willing to sign them up for the next one. And you can't pay people to go into pre-production on your next project when you haven't been given a budget for the next project.
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I think that some parallels can be made with the animation/vfx industry, in terms of business, because they're similar, but with the animation/vfx industry being more mature. The studios that are basically outsource, even the ones that are some of the best in the world, because they're working contract-to-contract, project-to-project, have regular lay-offs or are forced to close. (Technically it's also because working contract-to-contract you're competing with hundreds of new studios popping up all over the world -- including South Africa! ^_^ - that have significantly lower living costs or offer subsidies.) But the successful ones that develop their own IP in-house, have multiple productions going on at once. They have the confidence (or capital?) to invest in their long-term future.
But the approach that Ubisoft take in their games seems suited to lower staff turnover. In that many of Ubisoft's big recent projects are open-worldish games with the same sorts of quest structures, similar scope of content, similar narrative delivery, similar art styles and many of their titles have become franchises that receive sequels regularly.
For all I know Ubisoft currently have a terrifyingly high staff turnover, but the way they manage their franchises seems conducive to this not being the case. I'm wondering if you have more insight into this (or if I'm missing the real determining factors in retaining staff).