Layoffs in the Game Industry
If you stay in the game industry long enough, you will be part of a layoff. If you are in leadership in the game industry for long enough, you will have to execute one. It is one of the hardest things in the world. After growing your team, person by person, carefully over years, cultivating each of them and supporting them to integrate and flourish - you have to let them go. There is only one choice. You can let some go, or you can let all go.
And then you have to choose which ones. Who is essential to the future of the project or the company? Who gets paid more than they contribute? Who are the ones who've been on the bubble for a while? Who's going to really suffer without any income? Who's going to be easy to replace six months down the road if things do turn around?
It's hard to look at people in these terms. None of this defines them. There is no abstract "value". The chemistry of the team is a key part of their capability, and there's no easy way to capture who is the "glue" that holds the team together and who is the chisel that drives them apart.
My first layoff was classic - Atomic Games, back in 2000. Atomic had some success with Close Combat 2, and Microsoft was bullish on games, so with some potential contracts dangling, Keith (the owner and head of studio) decided to expand and took a lease on the second floor of a building with something like 100 offices. Needless to say, they never filled even half that. The contracts never materialized.
By the time I got there, they were shipping Close Combat 5: Invasion Normandy (my first shipping title for some minor edits and updates to the manual). And the project they were bringing me on was the next big thing, which should have been a red flag. No one brings on an inexperienced lead designer for a bold new project, much less the one that an entire studio depends on. At least, no one who knows what they're doing does.
Within about 5 months, they stopped being able to make payroll. Just before the holidays, we went in and ransacked the offices, sure that the landlord was going to chain the doors for lack of rent payment. We took machines and monitors in lieu of paychecks. Someone even took the server racks, because those cost a few hundred dollars, and we weren't getting anything else out of the company. No severance. We didn't even expect back pay, although Keith did eventually make that right.
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I did the calculation at some point, and I'd spent about 20% of my career out of work. Besides Atomic, I took layoffs at THQ, Tencent Boston, Gameloft, Magic Leap, and Backflip. Some of those were more voluntary than others, but none of them was how I wanted it to go. That 20% of my lifetime earnings could have gone to retirement; it could have gone to travel; maybe if I'd felt more financially secure, I would have had kids earlier in life.
I'm okay with my path. I've been on both sides. I've made my sacrifices consciously, and I have regrets, but I wouldn't have done it any differently. I made the best choices when I could. Collectively, it's cost me hundreds of thousands of dollars, but I can live with myself. I can look in the mirror and not be ashamed of the person I see there.
There are better and worse ways to do this. I've seen both. When Hasbro closed Backflip, they were very good. They were generous; they were kind. They provided services and support as well as money. They actively sought out other roles for folks. When other opportunities came up, they didn't try to roadblock anything. There were no claw-backs. They were a solid partner, and they allowed me to pull off one of the greatest coups of my career. I will always be grateful to Hasbro, in spite of the fact they laid me off. I will always be proud of my time at Tencent, in spite of multiple layoffs.
It matters how you treat people. People notice, not just the ones directly affected. The game industry pulls in a lot of money, but it's still a small industry, especially at the senior levels. Not many of us have been willing to pay the tolls it takes to make it to that level. We talk to each other, through various channels, and if you think we don't see how companies behave?
You're wrong.
Freelance Game Designer and Creative Leader
1 年I do creative work in a hit-driven market; these two concepts alone were enough to keep me from ever getting too comfortable as a full-time employee. However, I will say that when I decided to go fully freelance after THQ folded, I've never been happier. It's true that I don't usually make as much in a given year now than I did during a year that I was fully employed, but here are the benefits: 1) I get to work on VERY different projects now than I ever did as a full-time employee. I like to work on wildly different things, so this is great for me. 2) I'm not beholden to anyone else for my family's healthcare. It's expensive, but worth every penny not to have to my health care and my employment connected so directly. 3) It's much easier on me, emotionally, when upper management makes decisions I don't agree with. I'm sure it's easier on my managers when it comes time for these inevitable layoffs for all the reasons you mention above. Either you still need the services that I provide or you don't. I assume you're making that decision every time I make a deliverable.
Director of Live Ops at People can Fly || Opinions are my own
1 年Having been on both sides of the coin for too many times: as a recipient, the first time is the worst, especially if this is your first gig in games. But, it does get easier, mentally. Never great, but the second or third time it becomes mechanical and you end up using your time as wisely as you can with interviews, redundancy meetings, etc. As a leader who has to make people redundant, it unfortunately never gets easier. However you do learn to be kinder, you learn (very quickly I might add) about what to look out for and how to support those affected and also those remaining, and how to learn from what happened. Learning from what happened and why is very, very important, and sadly not many organisations used to do that. As a leader, you absolutely need to push for this, whether you yourself stay on or not, because at the end of the day, the organisation needs to survive and grow back to strength eventually.
I was the last hire at Midway Chicago 2 months before Redstone dumped his stock in the 2009 recession. I got 3 months severance at least.
Software Development Engineer @ Grimy Badger
1 年Thank you for sharing this. As a newcomer trying to break into the industry it is always beneficial to learn from the experiences of those that have been in the game for awhile.