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  3. One-Third of U.S. Video Game Industry Workers Were Laid Off Over the Last Two Years, GDC Study Reveals

One-Third of U.S. Video Game Industry Workers Were Laid Off Over the Last Two Years, GDC Study Reveals

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  • BeeegScaaawyCrippleH BeeegScaaawyCripple

    how is steam not competing with them? steam outcompeted them.

    G This user is from outside of this forum
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    grimy@lemmy.world
    wrote last edited by
    #31

    Everyone's fine with staying in their lane and charging the standard percentage. Keeping the status quo to maximize profits isn't competing.

    https://en.wikipedia.org/wiki/Price_fixing

    BeeegScaaawyCrippleH 1 Reply Last reply
    0
    • K knock_knock_lemmy_in@lemmy.world

      What would happen if the layed off created new studios together?

      E This user is from outside of this forum
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      eronth@lemmy.world
      wrote last edited by
      #32

      Being able to get in contact easily (with the laid off) would be rough, and creating a new studio with no passive income and only promises is a hard sell. But that's honestly not a terrible idea. Get devs to coalesce into indie studios ready to make whatever passion game they've had rattling around.

      potoooooooo ✅️I 1 Reply Last reply
      5
      • G grimy@lemmy.world

        Everyone's fine with staying in their lane and charging the standard percentage. Keeping the status quo to maximize profits isn't competing.

        https://en.wikipedia.org/wiki/Price_fixing

        BeeegScaaawyCrippleH This user is from outside of this forum
        BeeegScaaawyCrippleH This user is from outside of this forum
        BeeegScaaawyCripple
        wrote last edited by
        #33

        you should study a little game theory and industrial design. some markets balance that way

        G 1 Reply Last reply
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        • simpleS simple
          This post did not contain any content.
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          damage@feddit.it
          wrote last edited by
          #34

          That's fucking brutal

          kjell@lemmy.worldK 1 Reply Last reply
          8
          • K knock_knock_lemmy_in@lemmy.world

            Shouldn't indy studios be springing up everywhere?

            Jeffool J This user is from outside of this forum
            Jeffool J This user is from outside of this forum
            Jeffool
            wrote last edited by jeffool@lemmy.world
            #35

            Investment money is not as plentiful as it was several years ago. I've heard it in several interviews with developers or devs themselves. (Game Maker's Notebook, Mike and Rami are Still Here, and a few devs on YouTube come to mind.)

            G 1 Reply Last reply
            5
            • BeeegScaaawyCrippleH BeeegScaaawyCripple

              you should study a little game theory and industrial design. some markets balance that way

              G This user is from outside of this forum
              G This user is from outside of this forum
              grimy@lemmy.world
              wrote last edited by
              #36

              "Price fixing happens, it's a normal part of a healthy market"

              Doesn't make it right or legal. Stop defending billionaires please.

              BeeegScaaawyCrippleH 1 Reply Last reply
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              • G grimy@lemmy.world

                "Price fixing happens, it's a normal part of a healthy market"

                Doesn't make it right or legal. Stop defending billionaires please.

                BeeegScaaawyCrippleH This user is from outside of this forum
                BeeegScaaawyCrippleH This user is from outside of this forum
                BeeegScaaawyCripple
                wrote last edited by
                #37

                i'm not defending them. i've done the math.

                1 Reply Last reply
                0
                • D damage@feddit.it

                  That's fucking brutal

                  kjell@lemmy.worldK This user is from outside of this forum
                  kjell@lemmy.worldK This user is from outside of this forum
                  kjell@lemmy.world
                  wrote last edited by kjell@lemmy.world
                  #38

                  Is it dot com bubble levels of lay offs? I just want to have some kind of reference point, not being rude.

                  potoooooooo ✅️I R 2 Replies Last reply
                  7
                  • K knock_knock_lemmy_in@lemmy.world

                    Can kick-starter work for funding? Weekend game jam, demo, kick-start, develop, repeat.

                    kjell@lemmy.worldK This user is from outside of this forum
                    kjell@lemmy.worldK This user is from outside of this forum
                    kjell@lemmy.world
                    wrote last edited by
                    #39

                    Yes? Isn't kick-starter made for this case? The problem is that the money from kick-starter is usually not enough, it is more to prove to other investors that people are interested so the other investors dare to go in with more money.

                    1 Reply Last reply
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                    • kjell@lemmy.worldK kjell@lemmy.world

                      Is it dot com bubble levels of lay offs? I just want to have some kind of reference point, not being rude.

                      potoooooooo ✅️I This user is from outside of this forum
                      potoooooooo ✅️I This user is from outside of this forum
                      potoooooooo ✅️
                      wrote last edited by
                      #40

                      Based on cursory search: not yet, but 2023-present have been highest layoff levels since 2001. Again, I know nothing.

                      kjell@lemmy.worldK 1 Reply Last reply
                      5
                      • E eronth@lemmy.world

                        Being able to get in contact easily (with the laid off) would be rough, and creating a new studio with no passive income and only promises is a hard sell. But that's honestly not a terrible idea. Get devs to coalesce into indie studios ready to make whatever passion game they've had rattling around.

                        potoooooooo ✅️I This user is from outside of this forum
                        potoooooooo ✅️I This user is from outside of this forum
                        potoooooooo ✅️
                        wrote last edited by ivanafterall@lemmy.world
                        #41

                        Also crowdsourcing has worked many times when trusted names/teams are behind a project.

                        1 Reply Last reply
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                        • potoooooooo ✅️I potoooooooo ✅️

                          Based on cursory search: not yet, but 2023-present have been highest layoff levels since 2001. Again, I know nothing.

                          kjell@lemmy.worldK This user is from outside of this forum
                          kjell@lemmy.worldK This user is from outside of this forum
                          kjell@lemmy.world
                          wrote last edited by
                          #42

                          Then it is really bad. I hope they find other jobs.

                          1 Reply Last reply
                          2
                          • kjell@lemmy.worldK kjell@lemmy.world

                            Is it dot com bubble levels of lay offs? I just want to have some kind of reference point, not being rude.

                            R This user is from outside of this forum
                            R This user is from outside of this forum
                            rumba@lemmy.zip
                            wrote last edited by
                            #43

                            It's messy, there are a lot of people laid off, but also there are a lot of companies snatching up talent. I know some games people that have been laid off three times in the past 2 years 😕

                            kjell@lemmy.worldK 1 Reply Last reply
                            3
                            • K knock_knock_lemmy_in@lemmy.world

                              What would happen if the layed off created new studios together?

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                              R This user is from outside of this forum
                              rumba@lemmy.zip
                              wrote last edited by
                              #44

                              All the venture switched over to AI. Nobody wants to fund new studios. Games are brutal, only one in a massive pile ever become profitable. Gamedev is roughly full time work, but they still need to eat.

                              1 Reply Last reply
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                              • R rumba@lemmy.zip

                                It's messy, there are a lot of people laid off, but also there are a lot of companies snatching up talent. I know some games people that have been laid off three times in the past 2 years 😕

                                kjell@lemmy.worldK This user is from outside of this forum
                                kjell@lemmy.worldK This user is from outside of this forum
                                kjell@lemmy.world
                                wrote last edited by
                                #45

                                Good that some companies can invest in talent. It must be tough to lose a job, get a new job and then lose that one as well within two years and I can't imagine how it would feel like to lose my job three times in two years.

                                R 1 Reply Last reply
                                1
                                • A atropos@lemmy.world

                                  Can we crowdsource one? I'd throw a few grand into a new studio with the right leadership and governance.

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                                  rumba@lemmy.zip
                                  wrote last edited by
                                  #46

                                  Short answer: yes.

                                  Long answer: It's like a 1:100 shot to make something even remotely profitable. You need to pay a team of people (with families sometimes) enough money to eat/pay rent/live long enough to release a game, which could be a year or two. Even with good management and a decent designer it's a roll of the dice.

                                  1 Reply Last reply
                                  1
                                  • K knock_knock_lemmy_in@lemmy.world

                                    Can kick-starter work for funding? Weekend game jam, demo, kick-start, develop, repeat.

                                    R This user is from outside of this forum
                                    R This user is from outside of this forum
                                    rumba@lemmy.zip
                                    wrote last edited by
                                    #47

                                    Check out Camelot Unchained.

                                    it can happen, but it can go very very wrong.

                                    1 Reply Last reply
                                    1
                                    • J jaaake@lemmy.world

                                      Investors are not required to form an indie studio, in the case where every team member of that studio has some means to pay their own rent/mortgage, bills, and feed themselves for the entire duration of the project. If you're in the US, you'll also need to figure out how you're paying for health insurance. This could be a passion project in addition to a day job, but coordinating work/life balance in that scenario with multiple team members is exponentially difficult.

                                      Money adds up quick. Let's use some round numbers and say you want to hire a team with some experience (those folks that just got laid off and are looking for work). Let's say everybody on the team costs the project $100k/year in salary & benefits. Let's just imagine that includes costs a normal employer would pay: insurance premiums, IT hosting costs, all the little stuff. Note, this is underpaying people with more than 5 years experience who live in California (where many game dev studios are based). Let's say you can get the game made in one year with everybody starting on day one and ending on ship day, exactly 365 days later. People will be wearing multiple hats, but let's be general.

                                      • 1x Gameplay Programmer
                                      • 1x 3D Artist (general modeler)
                                      • 1x 2D Artist (general texture artist)
                                      • 1x Game Designer (Camera/Controls/Combat)
                                      • 1x Audio Designer

                                      $500k

                                      Expanding that team:

                                      • 1x Animator
                                      • 1x Character Artist
                                      • 1x Environment Artist
                                      • 1x Prop Artist
                                      • 1x VFX Artist
                                      • 1x Lighting Specialist
                                      • 1x Tools Programmer
                                      • 1x Render/Optimization Programmer
                                      • 1x Level Designer
                                      • 1x Narrative Designer

                                      $1.5M

                                      That's a 15 person studio, where people are still wearing multiple hats like UI, Music, IT, Testing, other things I'm forgetting about. This isn't anywhere close to a AAA sized team of 100+ people.

                                      This is also assuming you can stick to a STRICT time schedule. In reality you're probably going to need a very small team at the start and not grow until you finish prototyping, then again once you've done a vertical slice.

                                      Anyway. This post got real long. The gist of it is the people making the game need that money to live. There should be space in the industry to make a game with a team this size, paying your employees something close to what the big studios pay them. Getting that kind of money has been incredibly difficult these past few years.

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                                      rumba@lemmy.zip
                                      wrote last edited by
                                      #48

                                      ^^^ This is exactly how it works.

                                      You 'can' bootstrap an indie with an Artist and a Dev, but they need to be the best ever at their job and be able to wear a ton of hats, work for nothing and somehow manage to never burn out. The vast majority of games that run that way never see the light of day.

                                      1 Reply Last reply
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                                      • simpleS simple
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                                        grapefruittrouble@lemmy.zip
                                        wrote last edited by
                                        #49

                                        bitter sweet. hoping that those who were laid off continue developing some great indie games. that’s where the market is headed anyways

                                        1 Reply Last reply
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                                        • Jeffool J Jeffool

                                          Investment money is not as plentiful as it was several years ago. I've heard it in several interviews with developers or devs themselves. (Game Maker's Notebook, Mike and Rami are Still Here, and a few devs on YouTube come to mind.)

                                          G This user is from outside of this forum
                                          G This user is from outside of this forum
                                          greybeard
                                          wrote last edited by
                                          #50

                                          It also doesn't take hundreds of people to make a good game anymore, just a dozen or so good employees (sometimes less). Big studios struggle with justifying their existence with graphics and scope creep. Then, more often then not, management shoves it full of microtransactions or refocuses the game to hit whatever's hot this second. Which often leads to a polished turd of a game.

                                          When you look at the big hits over the last 10 yeas, less than half of them came from big publishers and big studios. With less every year. It's just not a model that works anymore.

                                          Jeffool J 1 Reply Last reply
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