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Industry strugglin'

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Ashervisalis godlike master sticky
Whats up peeps, hope everyone is doing well.

I wanted to get this up here and get a discussion going about how much our industry is struggling at the moment. Thankfully I still have a job, so this post isn't about that. However, every day (no exaggeration), I'm seeing news of copious amounts of people being laid off from games, VFX and animation studios. Projects getting cancelled, studios shutting down... I have to say, this is my first "winter" in the industry.

I just can't for the life of me figure out what is causing it. You could say the writers strike, but that shouldn't affect games. People are still buying games. So what gives?

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  • Joopson
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    Joopson quad damage
    I've been noticing it as well, and have struggled getting back into the games industry, after a layoff over at Wayfair (not in games, but adjacent tech, in many ways)-- job postings seem largely inactive, or are only posting senior positions, etc. And even those seem to go unfilled for long stretches.

    My assumption was that it was all an extension of the bigger tech layoffs (meta, twitter, etc), which scared some adjacent industries; but I can't pretend to really know. Also jobs in many other sectors are booming. Retail, etc, can't seem to find people fast enough.

    Curious to see what others have to say too! In the past, I've never had this much difficulty finding work, or even interviews, despite my portfolio (while still lacking) being considerably better than in previous years.
  • hwaminjung
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    hwaminjung polycounter lvl 2
    This is mostly just assumptions from the perspective of a junior looking for work (Been looking since Decemeber).
    I heard that during COVID, there was a lot more hires in general which is part of why there were so many layoffs this year.
    I think also for games, development costs are so expensive, and there is so much investment money on the line, that when a project fails it breaks the company, leading to mass layoffs.
    I rarely see anything for juniors, probably because there are plenty of senior level artists willing to take the same job.
  • Ashervisalis
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    Ashervisalis godlike master sticky
    @hwaminjung Yeah, during covid, it was extremely easy to get a job, especially up here in Vancouver. Every company was fighting over each artist, no matter the skill level. There was just so much content coming out.

  • Benjammin
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    Benjammin polycounter lvl 5
    Game dev in the 2020's  is really expensive, and the expectations get higher every year.
    Steam is a brutal, unforgiving marketplace. 
    Subscription services are generally pretty bad deals for developers - you get paid a lump sum which is almost certainly less than you would earn in regular sales.
    Risk is higher, returns are lower. So, you're seeing higher prices on games. There's all sorts of psychology around price points where an extra $5-10 feels too high for a consumer, but could make a lot of impact on revenue.

    On top of all the industry specific things, the world isn't the most stable place right now, so a slowdown on investment in entertainment isn't surprising.



  • JoeXLegacy
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    JoeXLegacy polycounter lvl 10
    It's definitely felt. Having trouble finding work now. To top it off 3 clients were literal scammers this month I wasted weeks of dedicated work (even with deposits and contracts), they just ghost and I lose money. Job posts dead, it's like the industry is a dead server with only scammers running around pretending to hire. It has killed my vibe, I am feeling awful and I don't know what to do financially I have a general feeling of fear for my future.
  • Ashervisalis
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    Ashervisalis godlike master sticky
    @JoeXLegacy I wouldn't fear too much for your future my dude. A lot of people tell me this industry goes in waves, ups and downs. Just gotta ride this one out. Best of luck, be safe when doing work for people. You can tell future clients about the scammers and ask them for the $$$ up front?
  • JoeXLegacy
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    JoeXLegacy polycounter lvl 10
    @Ashervisalis I think it's pretty safe to say that in 2, 3, 4 years are careers are dead because of AI or will completely move to it.
  • Joopson
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    Joopson quad damage
    @Ashervisalis I think it's pretty safe to say that in 2, 3, 4 years are careers are dead because of AI or will completely move to it.
    I wouldn't call that safe to say; more like who can say. We can speculate all we like, but at this stage, 2-4 years still feels like jumping the gun, to me. But, of that day and hour knoweth no man, etc etc.
  • poopipe
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    poopipe grand marshal polycounter
    There's a bit of a depression phase at the moment, it's not the first and it won't be the last. 

    Currently..
    The world economy is in the shitter so people are spending less on things they don't need
    The consequences of spoiling your games to force growth has started to really hit the large publishers 
    The Covid bubble that made us all rich over 21/22 has popped
    The upshot of that is that studios aren't hiring at the rate they have been because they don't have enough money 

    Personally I hope we're moving towards a few years of AA success stories

    and - once again. 
    Robots aren't going to take your job unless you're useless. 

  • Alex_J
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    Alex_J grand marshal polycounter
    "The consequences of spoiling your games to force growth has started to really hit the large publishers"

    @poopipe , what does that mean, "spoiling a game?"  Do you mean like over-use of monetization stuff that eventually drives away players?
  • poopipe
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    poopipe grand marshal polycounter
    yep, well that and all the pressures that come with being publicly traded.  
  • littleclaude
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    littleclaude quad damage

    I would say the games industry is turbulent due to Global Events and the huge shifts of uncertanty post Covid. On top of this Seasonal Trends and so many different Technology Shifts going on. I have students making Assets for Dekogon with polycounts that I could only have dreamed of. Then there is the Economic Factors, Development Cycles, Market Demand, Studio Growth and Contraction, Outsourcing, Regulatory Changes, Mergers and Acquisitions its hard to work out what is going on.

    Some good news from TIGA

    Here is some good news from the UK, Employment in the UK games development industry rose 15.2% between December 2021 and April 2023, a new report from trade body TIGA revealed.

    According to TIGA's Making Games in the UK 2023 report, the number of full-time employees went from 20,975 to 24,155 during that period, representing an annualised rise of 11.4%.

    New figures published today by TIGA also found that 51.9% of full-time staff are employed by foreign-owned studios, up from 40% in 2017.

    8.8% of UK studios are owned by parent companies headquartered overseas, compared to 6% in 2021.

    According to TIGA, the "headcount growth rate" for international studios with five or more development staff was twice that of UK-owned studios between December 2021 and April 2023.

    There were 159 overseas-owned studios as of April 2023, and they grew by an average of 25% compared to 10% for UK-based studios.

    Overall, the number of studios in the UK increased by almost 18% over the same period, from 1,528 to 1,801. According to the data, annual investments made by studios rose 27.7% from £1.3 billion to £1.66 billion.

    Overseas games companies invested £2.5 billion in UK games production over the past five years. They reportedly contributed over £5.5 billion to the UK economy "before any additional impacts of acquisitions are taken into account."

    TIGA estimated that the "combined direct and indirect tax revenues" generated by the UK's games development sector increased 25% from £1.2 billion to £1.5 billion between December 2021 and April 2023. Overall, the game development industry contributed £3.68 billion to the UK's GDP (compared to £2.9 billion in December 2021).

    The report also found that nearly 80% of the UK's games development workforce lives outside London, where only 22% of employees work.

    Approximately one-fifth of development staff are located in the South East, 12% in the North West, 10% in the West Midlands, and 9.1% in Scotland.

    The Making Games in the UK 2023 report was based on extensive surveys with UK games businesses, along with analysis by Games Investor Consulting.

    Source Article - gamesindustry.biz 

    TIGA Source Article - https://tiga.org/news/studio-numbers-employment-rise-in-uk-video-games-industry-new-tiga-research 

  • Neox
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    Neox veteran polycounter
    for vfx its somewhat simple, hollywood unions are on strike, no movies are made, projects get halted. the way many vfx studios are set up is super tight knit, one project falls apart, a lot of stuff goes tumbling down.

    as for games, embracer group gambling with money they didnt have is a thing, so they are selling and shutting down what they can.
    and besides the whole embracer debacle, covid is "over" people don't play as much anymore and money isn't cheap anymore, interest rates are going up. It's easy to build teams throwing around money that isnt yours but venture capital. But if a project fails to deliver, investors will just shut it down.
    throwing money at a product doesnt mean it will be a good product, even if its a good product it doesnt mean it can't under perform and gets shut down regardless of it's quality.
  • zetheros
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    zetheros greentooth
     wake me up when there's not a massive corporate blunder in our industry every other week
  • NikhilR
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    NikhilR interpolator
    This resonated recently :D 


    Its also how experience is measured. 
    Like in my previous job which was in 3D character art, it was my experience in QA and Dentistry that helped with data entry and managing hundreds of character models that needed to be modified synchonously to match references.

    I was doing character art but the art pipeline is proprietary so a lot needed to be learned on the job and it needed unwavering discipline and commitment.
    In that sense the experience that needs to be measured is overall competancy since the role depends on a lot more than what studio you worked at before.

    I also feel that the practice of poaching artists from another studio should be secondary to hiring new talent.
    And they really ought to drop the junior, mid, senior metric, everyone at the studios I've worked was junior in something or the other and had to figure a whole lot of stuff out as a team since the needs of the project always changed.

    Their seniority was more in being adaptable, but I'm not sure how that connects to work experience gained at another studio.
    In that sense I sometimes feel that the whole idea of hiring seniority and poaching may have more to do with justifying funding and investment, meaning you pitch that you hiring top talent when in reality that top talent is still watching tutorials on the job and needs a helping hand from time to time just like any other employee.

    What I consider to be genuine seniority and genius in art are the likes of Keos Masons, Vitaly Bulgarov, Mike Butkus and they work independently as they rightly should. (Also must mention Paul Pepera and Mike Nash who we'll always look up to RIP)

    Also students graduating from game dev programs do have work experience starting out given how the programs are structured. This ought to be considered.
    Though I fear that a lot just gets lost in translation in a competitive job market.


  • thomasp
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    thomasp hero character
    Just spat my morning tea all over the screen when reading this: https://www.theverge.com/2023/9/28/23894266/epic-games-layoffs-fortnite-unreal-engine

    Epic laying off over 800.


  • rollin
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    rollin polycounter
    thomasp said:
    Just spat my morning tea all over the screen when reading this: https://www.theverge.com/2023/9/28/23894266/epic-games-layoffs-fortnite-unreal-engine

    Epic laying off over 800.


    Yea that was a good one.. wondering where these jobs are and what they where doing.
    I didn't even know that epic was about 5000 people ?!
    With that work force the Unreal documentation is probably really good.. really really good.
  • zetheros
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    zetheros greentooth
    apparently it was mostly Bandcamp, so basically Epic made a bad purchase & fired everyone in that purchase. Oops, I guess
  • Alemja
  • littleclaude
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    littleclaude quad damage
    Neox said:
    for vfx its somewhat simple, hollywood unions are on strike, no movies are made, projects get halted. the way many vfx studios are set up is super tight knit, one project falls apart, a lot of stuff goes tumbling down.

    as for games, embracer group gambling with money they didnt have is a thing, so they are selling and shutting down what they can.
    and besides the whole embracer debacle, covid is "over" people don't play as much anymore and money isn't cheap anymore, interest rates are going up. It's easy to build teams throwing around money that isnt yours but venture capital. But if a project fails to deliver, investors will just shut it down.
    throwing money at a product doesnt mean it will be a good product, even if its a good product it doesnt mean it can't under perform and gets shut down regardless of it's quality.

    Unless you work for DNEG who cut everyone’s pay by 25% and then you are offered a loan that you have to pay back even if you quit. This would have been illegal in the UK if we were still in the EU, yay, go Brexit! :( 
    https://80.lv/articles/dneg-is-offering-employees-to-choose-between-pay-cuts-salary-loans/
  • MagicMeister
    I've noticed a lot fewer job listings on artstation and other classifieds for game related work. It's a bit worrisome for someone like me who recently graduated from university, is finishing their portfolio, and looking to apply at studios in early 2024. But to be honest, I already knew that this industry is extremely competitive. I think it's just another reason to diversify your skill set, be flexible in what job you're willing to take on in the industry, and never stop diversifying potential income streams.

    Don't give up fellow noobs! The industry may be kind of brutal but I think there's a place at the table for people with passion, skills and commitment.

    Also I know that a lot of noobies like me worry about getting experience for their resume and I just wanted to say that there's nothing wrong with trying to make an indie dev game for rev share. It might not be as prestigious as working for a big name studio but I think it probably goes a long way towards showing your commitment when you do land an interview.
  • poopipe
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    poopipe grand marshal polycounter
    Also I know that a lot of noobies like me worry about getting experience for their resume and I just wanted to say that there's nothing wrong with trying to make an indie dev game for rev share. It might not be as prestigious as working for a big name studio but I think it probably goes a long way towards showing your commitment when you do land an interview.

    If you can afford to live and do that it's an extremely good way to demonstrate you have the capacity to commit to a project and have seen a production cycle through. 
    University courses are generally far better these days but cannot recreate the pressures, the benefits or the timeframes you see working in the real world. If you've worked on something that shipped commercially in working order - even if it turned out to be a financial failure - you are eliminating a very large question mark about your ability (as an inexperienced person) to make a positive contribution to a team

    Obviously you need to make sure you're not getting screwed over by the people running the project - there's no shortage of scumbags or incompetents out there. 
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