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After half a decade of job losses, there is no “business as usual” | Opinion

For years, the games business has swung between record-breaking success and waves of job cuts. The video game industry layoffs that accelerated around 2022 have affected not only individual workers but also the experience, stability, and creative capacity studios rely on. As the industry considers what comes next, returning to business as usual may not be a realistic or desirable solution.

Image credit: Microsoft

Video game industry layoffs are changing the workforce

Commercially successful games and acclaimed releases have not protected development teams from sudden redundancies. This contrast has become a defining feature of the past five years: strong sales and growing demand can appear alongside financial uncertainty and staff reductions.

Tens of thousands of people have lost jobs, disrupting careers and personal lives. The cumulative effect goes beyond the immediate hardship of unemployment. Experienced developers have left the industry, taking with them knowledge built across projects, teams, and production cycles. That loss can take years to fully understand.

Game development has long struggled to retain experienced staff. Demanding schedules and unpredictable employment can become increasingly difficult to manage as workers take on family and other responsibilities. When senior people leave, younger colleagues may have fewer mentors and less institutional knowledge to draw on. In some workplaces, that can allow unhealthy patterns such as excessive overtime to persist.

The hidden cost of job cuts and contracting

Layoff announcements often focus on permanent employees, but contractors and outsourced teams may face even greater instability. Subcontracting can provide studios with specialist skills, yet it can also place workers outside the protections and security available to direct employees.

Some large rounds of cuts in recent years reportedly involved a 2:1 or even 3:1 ratio of contractor positions eliminated for every in-house role made redundant. The announcement that Xbox would cut 50% of its “vendor spend” illustrates how reductions in external spending may affect workers beyond a company’s direct payroll. The full number of jobs affected is difficult to establish, but including contractors could at least double the reported layoff totals over the past half decade.

Contract work can also complicate a job search. Confidentiality agreements may limit how workers describe projects on their résumés, while directly employed developers can face similar restrictions when cancelled games remain under non-disclosure agreements. Practical tip: when permitted by contract, workers can document their responsibilities and transferable skills without revealing confidential project details.

Why the effects may last beyond the downturn

The loss of experienced staff can show up in missed deadlines, unclear communication, poorly defined features, and project plans that overlook essential work. Studios may also spend time and money solving problems that other teams have already encountered. These consequences can continue after hiring and investment improve because rebuilding expertise takes time.

The current model is challenging for studios as well as staff. Development costs have risen, while the pool of companies and investors willing to fund large projects has narrowed. When budgets and risks are high, a small number of funding decisions can determine the direction of entire teams and projects.

Could indie development point to another model?

Independent development is not a complete solution, but it demonstrates that large budgets and huge teams are not the only way to make games. Smaller teams can develop prototypes and test ideas before a publisher commits to full production.

One possible approach would separate prototyping from production. Small specialist teams could build and refine proof-of-concept projects with seed funding. Publishers could then choose from more developed proposals and finance projects with clearer plans. This may reduce the time and resources spent on unfocused development, while allowing production teams to be organised around projects that are ready to proceed.

Image credit: Sandfall Interactive/Kepler Interactive

This approach would require publishers to give creative teams room to work and avoid unnecessary interference. It would also need to operate alongside other ways of funding and developing games. No single structure is likely to suit every project, but a more varied ecosystem could offer studios and workers greater choice.

A future beyond business as usual

There is no guaranteed blueprint for a more stable games industry. Still, repeated job cuts have made it harder to argue that the old model should simply return once conditions improve. Workers need the chance to build lasting careers, and studios need development practices that do not depend on repeated cycles of expansion and contraction.

The debate extends beyond games. Film and television production are also facing pressure to find ways to give creative workers more stability. Across these industries, the central question is how to support ambitious work without making long-term careers depend on constant uncertainty.

The video game industry layoffs of recent years have damaged teams and removed valuable experience, and those effects will not disappear overnight. A healthier future will require approaches that protect skills, support sustainable production, and give both workers and studios more confidence than business as usual has provided.

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