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submitted 1 week ago by alessandro@lemmy.ca to c/pcgaming@lemmy.ca
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[-] halcyoncmdr@lemmy.world 5 points 6 days ago

Par for the course after a release at many studios. The positions needed at various steps of production vary. Unless the studio is big enough to be working multiple projects simultaneously and can shift staff around to various teams, hiring and firing for each phase of production is normal.

[-] Brunbrun6766@lemmy.world 16 points 6 days ago

Being "normal" doesn't make it okay.

[-] halcyoncmdr@lemmy.world 1 points 6 days ago

I never said it did, but at the same time the fact is that those people probably aren't needed anymore. And they may not be for a year or more for another project. That's the nature of development like this. A lot of game development is very specific and people are hired for that specific need. Unless the studio is large enough to be handling multiple projects in various stages of development, keeping all those developers on staff that have no work to do for months or years after release doesn't make sense.

Just pointing out that it shouldn't be taken by anyone as an indictment of the game or development team, how it was received, or necessarily any future plans. It's par for the course.

[-] tankplanker@lemmy.world 11 points 6 days ago

If you want to employ staff that way go for freelance with a fixed duration contract and an increase wages to reflect the temporary nature of the work. This is how it works in the rest of IT, at least anywhere sane.

[-] chickenf622@sh.itjust.works 5 points 6 days ago

Yeah knowing when you're going to be out of a job years in advanced would be so much better than this. You can at least plan around it if you know for sure this job is temporary.

[-] Kernal64@sh.itjust.works 4 points 6 days ago

It shouldn't be. It's an unsustainable and fucked up way to run a business.

this post was submitted on 17 Jul 2025
160 points (99.4% liked)

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