Making game art isn't moving boxes or sewing blue jeans. There is some 3d asset making or coding that can be replicated anywhere, but the truly skilled have always risen to the top in all economic models in all times. Even during feudalism and the middle ages the masters were able to secure employment for their art. Will…
I mean, clearly it's the fault of the developers making the games they were ordered to make. Each programmer, with every line of code, each artist, with ever vertice, built the weapons of their demise. The helpless managers told them exactly what game the market was craving, and they just couldn't get it through the thick…
thing is, every time there's a mass layoff, the same threads come up, same people getting shafted etc. it's never going to change until people fight for that change.
They do a housecleaning of their bottom 10% performers after every product ships, but this is different. They are moving most of these jobs to lower cost production centers. Most of these jobs are never coming back.
They have become a dirty word because of a concerted PR campaign by the wealthy business owners that benefit from having them gone. Unions can have flaws, but they pale in comparison to the mistreatment that arises from their lack. I can guarantee you that the bad reputation doesn't come from people within the unions…
Ugh, that's really gut-wrenching. I hope everyone who was let go saw this coming and has a nice amount of savings stashed away to ride it out until you land a new gig, or better yet, saw the writing on the wall and got a new job lined up already. This last year has been depressing for the industry and I hope it forces…
Murdoc: Black Box in Vancouver apparently had people let go in this latest round of EA layoffs. As for Vancouver game industry booming, I guess it is. But I personally am getting really annoyed with the local industry. Mostly from the fact that it comes across as a real pain to get into the industry without years of…
This is exactly why I think more people need to begin trying to break into independent development. With small studios and small teams, there is usually a level of profit sharing among all the team members. Everyone is invested in the company's success. When a game hits big, everyone benefits from it. (not just upper…