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Meanwhile, in Dallas, David Lewis has one foot out the door, having
been similarly laid off from his job as a software test engineer at Ensemble
Studios. Lewis has been there for 11 years, starting four years prior to
Microsoft's acquisition of the company in 2001.
But, in September, Microsoft
confirmed that it would be shuttering Ensemble with its team of 90-or-so
developers following the completion of Halo Wars --
which is said to be scheduled for an early March release. It was a "fiscally
rooted decision that keeps Microsoft Game Studios on its growth plan," said
the company.
"It was kind of a
shock, a little bit numbing," confides Lewis. "I came to work, we had
a company meeting where we were told what would happen, and then everyone spent
the day wandering around, talking about the day's events and what they planned
to do."
Lewis admits that while he
felt secure in his job, he wasn't completely surprised: "In our industry,
there's a relatively high chance that once your game is finished, the studio
will make some cuts. But I had no reason to suspect that the whole studio would
be closed."
He says that some of his
team members are looking for jobs within Microsoft, others are looking outside,
and a few are hoping to start their own studios. Unfortunately, he says, there's
little time for job hunting given the fact that almost everyone is in crunch
mode in order to meet the Halo Wars deadline.
"We're working 50-55
hours a week," he says. "At least we still have these jobs until Halo Wars ships."
Ensemble Studios' Halo Wars
In the meantime, Lewis reports that there has been a wave of
headhunters calling and e-mailing the soon-to-be-unemployed developers. "They
know a whole studio is about to be closed and that there are people who will
need jobs," he says. "While they may not have actual openings
available, at least they can set the process in motion for when jobs do become
available."
Given the fact that Ensemble had been one of the relatively
small number of game developers in Dallas,
Lewis says he expects there will be more opportunities elsewhere, perhaps Austin,
perhaps California, maybe even Australia.
"I have to look at this as an opportunity to find
something better," he says. "We have quite a large number of
employees here who are married with kids, so I'm sure they have a different
take on things. I have none of that. So I'm trying real hard not to get
depressed. Sometimes when you're given a shove into the water, you learn to
swim."
Speaking of swimming, the situation doesn't seem much
different on the other side of the pond. Over in the UK,
Michael Souto had been at Eidos Interactive for nearly 10 years, his last post
as executive producer.
"I must say that I felt pretty secure, as I had been
there for so many years, survived a number of 'consolidation periods,' and had
put in a lot of great work," he says. He knew that game companies were
increasing their cost-cutting measures and that Eidos was no exception. But
what he hadn't expected was the degree of cost-cutting.
"I had actually experienced four 'headcount-trimming
cycles' during my time at Eidos," he says. "Unfortunately, the last
one resulted in my demise, as well as that of about 250 others out of a
workforce of about 1,000. The day Eidos announced its intention to cancel 14
games -- some of which were in my care and early in development -- then the
writing was on the wall, for me.
"It's a really tough and life-changing event if you don't
find a replacement job quickly," he says. "It's tough in the best
of times, but to go through it now in this sensitive economic climate only makes
it worse. It's shocking when it first happens, but you have to take stock and
move on."
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From what I've heard from people on the web (so I'm considering it opinion rather than fact) is that the game industry has become rather bloated. While I severely doubt layoffs would mean a reduce in game prices, there still has to be affected change somewhere. If this really is a retooling then companies shouldn't be rehiring their losses. So this would mean that more studios would have to be created to absorb the excess unemployed. This could perhaps mean more games being produced.
On the other hand if a company wishes to keep expanding and making more money than it did previously, a good way of doing that would be putting out more (quality) games. So if companies wanted to re-expand (is there any reason to believe a company would not wish to grow, I've heard of some but I don't think that would apply to publicly traded companies) that would mean they would need to re-hire more people. So maybe that bloating will happen all over again.
I can't see that a flood of games would help things, maybe it would drive prices down but I just don't like the idea. I think its good to keep big name games, and then have cheaper indie games along side those. If a AAA game is driven down in price and it doesn't appear to be much more than an indie game, I doubt as many people will be choosing indie games.
So whats going to happen to these people? And what is it gonna mean for the industry? I'm graduating in a few years and this isn't exactly promising. Maybe I should be seeking additional education just to wait for the industry to come back more!
Every industry has an expansion and a consolidation phase. For the gaming industry it may seem expansions are longer than for other industries, which leads us to believe it is recession resistant. However, no industry can survive by itself if the global economy is going down. The best you can do is save and enjoy good times to survive bad ones.
As a side note, the Houser brothers took advantage of the current situation to get a much better contract out of TTWO.
Interpreting it as "You are too good for this and may take my place if I choose you, so leave" sounds pretty paranoid :)
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I actually know several people (also recently graduated) that have found positions in smaller related companies (not big AAA game development), such as Iphone/cellphone game development and some web 2.0 projects, which do look promising.
This way you keep yourself in the black while creating a portfolio of games and IPs.
Down here it is completely the opposite: so many companies are offshoring here (Argentina) that there is a huge demand for programmers. Of course, salaries here are much smaller than there (senior C++ programmers could be getting USD 2500-3000 per month), but it is almost 10 times the average monthly income. I still cannot understand how Eidos can work in UK without bigger government help. Costs there must be pretty high compared to other places.
I wish all those who lost jobs a quick recovery.
Thanks Mike!
I was laid off at a company that I was already very un-happy with. I was genuinely excited to be given severance and time off to find another job. I assumed it would only take me a few weeks, but I've been surprised by how few positions are available. In addition I'm competing with so many other professionals who have been laid off for these same very few openings.
Why?
For me and other programmers this is not that big of a issue, but for producers and designers it is...
It sounds similar to the dot com burst:
The job market is filled with a lot of experienced individuals. It makes it tougher for juniors to get in the industry. It will last until investors… well… invest again and there will be plenty of position to fill.
/unrelated/ I am curious to know how many people EA hire and how many EA fire a year.
It wasn't easy deciding to look outside of the rewarding game development career for a while and look into other industries for immediate work, however after several interviews and correspondences, the common theme from employers was that my portfolio and experience was too game oriented and they fear that I will leave as soon as I can find a game job again.
And please remember that it will happen again and again and this only means that you will only get better and better at what you do if you choose to do so.
The hard and sad lesson is that no employee should ever feel totally secure regardless of the current role and market. One should always be prepared with an updated resume and keep an eye out for great growth opportunities when they are around even when times look good.
Also, get on LinkedIn, a great networking resource.
Don't get mad at HR departments/recruiters when the interview BS and rejections do hit. They maintain an active blacklist and if you complain about your treatment...you will be on it.
Finally, I recommend being wary of recruiters. Generally they can give you good leads but if things go poorly (you are rejected by a company) they will not fight for your candidacy and may drop you like a hot ember. Take their leads and approach yourself, I am sure a companies like applicants that do not come with a 10-15% payroll tax.
Sometimes, you need to aim low in the industry, but they refuse to give you an opportunity. I started as a tester and advanced from there, but only after I managed to convince my future employers that I was going to be there for the long haul.
I am afraid game developers run with a disadvantages, too. As David mentioned, people outside the industry believe developing for games is a dream came true (which may be true in certain situations), and that you will try to return to it as soon as possible (which may be true as well). That is just another take on the overqualification issue, one that you cannot hide.
As a result of the credit crisis, some companies are also having trouble borrowing money to finance their ventures. In the case of the games industry, however, this is completely assinine, and is once again the result of irrational, psychological reactions. Makes no sense whatsoever, but a "group thinking" mentality takes over, and suddenly lenders don't want to lend to anyone, including the games industry with their continued explosive growth.
Anyway this version wasn't even evaluated in the article. This however might be relevant in some cases - a good opportunity to optimize expenses after big acquisitions without being blamed too much.
All I can say and truly hope for is with every crash comes a boom, baton down the hatches and use this time (if possible) to sharpen skills and do some house keeping. Use this time to make yourself more 'crash resistant' or pursue forgotten endeavors, try and find the positive of the situation so that when the industry revives it's better for the downtime.
Best of luck to all those looking for jobs or those pursuing other interests.
A great feature, my hat is off to you Paul Hyman.
Key Rob has been in the industry since 1989 and has been making games since DOS 5.0 Has been with 2 major companies and was laid off from both. The first Lay off was in 1993 the second in 1999 and I just got out of the Mortgage Biz from 2001-2008. I just got back in the gaming world as of Sept. 2008. I have over 45 completed games and conversions to my credit in the first 10 years I was in the industry. All I did during my hiatus was watch all of the crappy games that were being made by rookies who had no clue of what good games are. First run of XBOX a complete joke. Bottom line is I continued to work on my creative skills all the way through the years in the mortgage biz and during that time it was nice being away from the corporate part of the gaming industry.
Now I am back with skills that are better than what other co-workers have because they've been drowning in this gaming stress for the past so many years and I am revived and refreshed and ready to create like never before.
This might work for all of you too! get out for a while and enjoy it!!
Peace,
Key Rob
http://destineerstudios.com/careers/careers.html
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