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#gaming industry layoffs
iww-gnv · 3 months
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The entire game industry is still reeling from yesterday's bombshell announcement that Microsoft—hot on the heels of its $69 billion acquisition of Activision—would be laying off 1,900 employees across Activision-Blizzard and Xbox. Inevitably, Twitter is awash with reactions highlighting the human cost, both from dazed devs waking up in a world in which they no longer have jobs, and from others wondering what this all means for the months and years ahead. The posts by former Blizzard devs are too many to count. "After years of applying," wrote former QA learning specialist Cole McElwain in a much-retweeted post, "I finally secure a job at Blizzard. I move to California and am welcomed with an incredible team. I couldn't be more excited to start… "Four months into the job, I'm laid off. What the hell, Microsoft?"
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feedingfrenzy91 · 2 months
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Massive Layoffs hit the gaming industry
Except Nintendo I believe.
Gameplay: Bug Fables.
May God bless you all.
Gamespot article: https://www.gamespot.com/articles/pla...
NME article: https://www.nme.com/news/gaming-news/...
Thumbnail: https://blog.playstation.com/2023/05/...
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amaryllis-sagitta · 3 months
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I have a little update from the peripheries of the gaming industry: sooooo, the global layoffs have sent down a ripple and it's finally affecting my workplace too.
I work in one of these small studios that make mostly mobile games, remasters and console ports but solely as a subcontractor to big publishers.
Lately the company has lost several projects without a prospect for new ones to give people stuff to do, and they have let go some people all across the board (programmers, QA, designers, technical artists, graphics artists). Might be up to 10 out of about 30 before the layoffs. The sheer scale might be tiny but the proportion hits hard.
The general vibe is that the big publishers are not searching for contractors to do any new projects for them right now. Up to now, it seemed normalized in that pocked of the industry that one IP (owned by the publisher) has 3< contractors (who own nothing) outsourced to perform different technical tasks, with the teams being completely independent of one another, and all design and communication and management happening on the corporate level. This business model of running disjointed projects and "protecting" the IP by not keeping design documentation at all / not giving the consecutive teams adequate design specifics (but instead telling them to reverse engineer after someone else) seems to be in crisis right now.
If anything, hope remains for smaller devs and most importantly, people taking the risk of having creative and financial control over their own projects.
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devsgames · 2 months
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I'm sorry but for people who cheer on mass game industry layoffs because they think it's some kind of upheaval that is going to "topple the AAA industry" or "teach them a lesson": I hate to break it to you but AAA studios have a metric shitload of money and despite what their press releases say, they really aren't hurting as much as they'd have you think right now. Thousands of jobs lost is a temporary setback to them; if it was actually a last resort move they wouldn't have all simultaneously put themselves in a position where they had to do it in the first place. These studios have been around for decades and will continue to be around, and they will continue to operate just as they have for the last thirty years because they have huge vaults and no morals. They aren't learning a lesson from this because most of them saw it coming but would never admit that.
Know who is being permanently impacted by games layoffs?
It's the indie studio making sick ass games you'll never get to play because they laid everyone off when a publisher tried to save money by pulling all their funding. The hundreds of workers who woke up one morning and found out they suddenly have no job to put food on the table for their children. The international workers who were let go from the job that supplies their visa that helps them stay in the country. The thousands of students who now have to compete over a pool of a dozen job openings, who will work in studios where all the senior staff and leadership who would normally be there to help mentor them into their roles were fired. The disabled workers who now no longer have health or insurance coverage for their survival. The workers who didn't get laid off but survived to see all their friends and coworkers lose their livelihoods for completely arbitrary reasons and whose morale has all but been completely obliterated. The workers in the Global South working for outsourcing companies who were relying on cancelled projects from AAA studios to put food on their tables.
So whenever you're inclined to assume that the suffering of workers is somehow teaching rich people a lesson, remember that no, it doesn't actually and almost never will. All it does is teach thousands of talented workers in the video game industry that games were never - and will never - be worth it.
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ohnoitstbskyen · 3 months
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So, considering what's going on with Riot right now, do you think Arcane Season 2 got caught up in all of this restructuring?
Yes and no. Arcane season 2 is part of the reason for the restructuring.
As I understand it, internally at Riot, after Arcane was a huge (and more importantly: prestigious!) success, the decision was made to basically hand the entirety of the game's lore and story over to the Entertainment division within Riot. These are the people in large part responsible for projects like Arcane, K/DA, Heartsteel, that animated series China got, all that sort of thing.
The writers at Riot were basically told to flat out stop producing new content and lore for the game - that's why there's BEEN no new story content for League for over a year - because everything was going to be consolidated under the Entertainment division from now on. This is why Riot started talking about "One Runeterra" and "Arcane is going to be canon" and so on.
The success of Arcane convinced executives that what League of Legends needs is a singular cohesive brand with its most successful public property leading the charge, Arcane is going to be the gateway drug, the hook on the end of the line that brings new players and new paying customers into the exciting world of the League of Legends multimedia IP universe!
Nevermind that Arcane's story and worldbuilding is fundamentally incompatible with >checks notes< the overwhelming majority of Runeterra as it exists and enormous compromises would have to be made to either the world of Runeterra or Arcane itself to make it work. Arcane is the big shiny prestigious mainstream Emmy-award winning project that every executive wants to put their name next to, and like companies Pivoting To Video in 2015 because Facebook showed them inflated viewership stats, Riot Games is Pivoting To Arcane. It's better than them pivoting to crypto and NFTs, at least, although I know for a fact that high ranking people at Riot tried to make that happen too.
Now, the primary cause for all of these games industry layoffs is that interest rates aren't zero anymore. Borrowing money isn't free, the curve of constant growth has ever so slightly slowed, taking on debt is becoming a little tiny bit more risky than it was previously, and corporations are responding to this with massive rounds of layoffs and constriction to show "financial responsibility" and prove to shareholders that they are prioritizing core growth strategies and blah blah blah etc. They're also trying to kneecap the growing labor movement in the games industry and exert downwards pressure on wages, but the interest rates seem to have been the main thing.
In Riot's particular case, a secondary reason is they want to pivot the focus of the company to support their One Runeterra pipe dream, so a lot of the people who got fired at Riot are writers, artists, creative leads and sometimes extremely senior and successful staff who are now surplus to requirements. This is also why Riot shut down Riot Forge in the same round of layoffs - can't have a bunch of talented indie devs going off making video games that don't adhere to the new One Runeterra policy. What if someone played Mageseeker and got confused how there can be mages all over Demacia but somehow there are no mages in Arcane's Piltover and Zaun. That's a plot hole! People write snarky articles about that sort of thing. It turns off new consumers! What if Cinema Sins makes a video making fun of it?!?
So yeah. A bunch of cocaine-addled fame hungry executive vultures at Riot are absolutely gagging on their own d*cks to put their name next to Arcane related projects, and since they were going to be screwing hundreds of people out of their careers, healthcare, and in some cases their fucking visa status anyway, it seems to have presented a nice opportunity to clear the board for their latest Visionary Scheme for the company IP.
That is as I understand the situation, anyway. I'm a bitter old man and most of what I hear is second hand and anonymous gossip through my social networks, take what I say with a grain of salt, but I've followed this company for (oh god) twelve years now and I have developed a tragically keen understanding of how its executive class operates.
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askagamedev · 8 months
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a lot of people are probably asking you this, but if they aren't... do you have any clue what's going on with bioware? first moving swtor to another studio, which seems like it can be both a good or a bad thing, and now they're laying off 50 more people? studio veterans included?
this just seems like a very weird move to me, if not outright shitty. i want to believe in bioware, i love their games, no matter how flawed they are, but in the three years i've been familiar with them, things seem to be getting worse and worse. i know that DAD is in alpha so probably this layoff won't affect its quality too much, but again, that looks like a terrible move towards the employees themselves and the studio's more distant future.
Bioware is basically following the publisher mandate. In March of this year, EA declared that they were going to cut roughly 6% of their workforce (~800 layoffs) to lower costs, likely because they (like many tech companies) over-hired during the pandemic and need to correct the burn rate to appease their shareholders. These 50 devs being cut are Bioware's unfortunate sacrifice to the layoff declaration. As to whom and why, I suspect it is a combination of things.
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Bioware probably had some kind of incubation team working on a secret new project that wasn't a sequel to an existing current franchise. I know that they would often have one or two such teams going at any given time - Anthem was one such project, as was the short-lived Shadow Realms project. New projects like that are much riskier than franchise sequels, so it is likely that the publisher decided that the risk moving forward was too high and they cancelled the experimental projects in favor of focusing on their established brands (Mass Effect and Dragon Age).
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It is also likely that some of the long-term veterans are quite expensive to keep - they have high salaries and have been around long enough to collect on many of the big benefits EA offers, like sabbatical leave and the like. There's also the real possibility that there could be some bad blood or major creative differences between the current studio leadership and some of those veterans that were let go.
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My heart goes out to those affected and I really do hope they land on their feet. The unfortunate truth of the matter is that employers never deserve any more loyalty than they're willing to give their employees. The employer will never choose an employee over its own survival, so we as workers should expect to do the same for ourselves. I never consider long tenure at an employer to be worth much when it comes to the business decisions, because I know how little it is worth when all is said and done. Business gonna business.
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coolerhope · 2 months
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Video game developer Ubisoft has laid off 84 people in Quebec to "streamline" its operations. The news concerns Canadian administrative services, the Montreal-based Hybride studio and the IT team across the company's worldwide operations. In Canada, 98 people are losing their jobs, representing 2 per cent of the Canadian workforce, Ubisoft confirmed in an email. The company stated that production teams are not affected by the decision. In Quebec, Ubisoft has studios in Montreal, Sherbrooke, Quebec City and Saguenay. The company employs 19,000 people in 45 studios.
Continue Reading.
Tagging @politicsofcanada
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miyku · 2 months
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soapdispensersalesman · 6 months
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iww-gnv · 3 months
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Technical artist Farhan Noor’s website, Video Games Layoffs, has been tracking confirmed games industry job cuts since the start of last year. According to the site, an estimated total of 10,500 game industry workers lost their jobs in 2023. At the time of writing, the estimated total for 2024 on the same site currently stands at 3,770.
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keereejou · 2 months
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Hey what the fuck
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barbex · 2 months
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A company is supposed to produce a product. Who will make those products if you fire everyone to buy your own share back?
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devsgames · 3 months
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Microsoft just laid off 1900 employees including tons of folks from Activision-Blizzard. That's 8% of their whole gaming division.
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wjbs-aus · 3 months
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I wish every "triple-ayyyyyy" game-industry executive a very get put in the exsanguination machine from Prey (2006) you fucking dipshits.
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askagamedev · 9 days
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Especially with so many projects that were never announced probably getting canceled right now due to layoffs and studios dissolving, how risky would it be for devs to keep personal copies of their work/builds?
I always thought NDAs were generally time limited, and at least that way the work wouldn't be entirely lost for ever. Is that even something devs generally want?
There are certain things that studios and companies can ask us not to do but have a real hard time preventing, especially if the company is going through a death spiral process. Keeping a personal copy of stuff I worked on, especially in an age of remote work, is one of those really hard-to-prevent things. If the company or studio is going under, almost everyone is losing their jobs and the motivation to maintain operational security is very low. Nobody in security cares when their main priority suddenly shifts to finding a new job. In these situations, leaked stuff happens a lot more often since there's little motivation for enforcement.
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It's much harder for workers who are let go from a company that remains alive, since breaking NDA would result in being liable for a bunch of damages. However, if I don't disclose anything and just keep stuff private, the studio cares a lot less about whether I have those files. They don't really do much forensic analysis of the workstations of former employees, they mostly just wipe them clean in order to protect the company from potential liabilities from accidentally finding left-behind personal files of the former workers.
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The thing about old game projects (especially for cancelled games) is that there's really only so long that the old stuff is even viable. The inevitable passing of time will decay any knowledge of the project and its workflow. If we release information and development stuff about games that were cancelled, say, two console generations ago, it is unlikely that the current IP holders and leadership would be super angry about it because so much time has passed. This is considerably different from releasing information about a game that was cancelled this year, where things are still raw and legal action is still a very legitimate threat.
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The main benefit to holding on to old projects is primarily for personal education. There's a lot to be learned if one can go back and study the way things worked on an old project. How did they set things up and why? How can I learn what decisions my seniors and leads made, and why did they make those decisions? How did they solve these problems? Can I use those same techniques? There might be some element of internet influencer points if old stuff gets released to the public, but that typically gets glossed over the way trivia is treated. In my opinion, the real value in old project assets is in the educational content it can provide.
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