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Crytek's Austin studio is no longer making games
Crytek's Austin studio is no longer making games
July 30, 2014 | By Alex Wawro




Crytek announced today that it is transferring development of Hunt: Horrors of the Gilded Age from Austin to Frankfurt and asking Crytek Austin employees who are not part of the North American CryEngine support team to re-apply for new positions at Crytek Frankfurt.

These layoffs were announced alongside the company's deal to sell the Homefront IP to Koch Media, who is expected to continue development of Crytek Nottingham's Homefront: The Revolution.

These restructuring efforts follow reports that Crytek has had persistent trouble making payroll, reports which it attempted to address in an obtuse public statement earlier this month.

You may remember that Crytek founded its Austin studio back in 2013 as a foot in the door of U.S. development, and filled its ranks with former Vigil Games (Darksiders) developers cast adrift in the wake of parent company THQ's collapse.

At the time Crytek CEO Cevat Yerli told Gamasutra that Crytek Austin would focus on developing online games, and the multiplayer PC and console game Hunt seemed to be a fitting debut project for the studio.

However, Kotaku reports that Crytek Austin CEO David Adams left the studio earlier this month along with several staff members after Crytek repeatedly failed to pay them.

Gamasutra has reached out to Crytek representatives for more information on what happened and how the Austin studio will be affected by the loss of the Hunt project.

As always, if you or someone you know was affected by this restructuring you can email Gamasutra to tell your story confidentially.


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Comments


Kevin Fishburne
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Ironic that the industry has come full circle, in that it has become a game of ping pong. Best of luck to the team in Austin.

Freek Hoekstra
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agreed, shame for the people there to have found peace after the THQ debacle only to be thrown into similar disarray so soon after... I wish them the best!

Desmond Edem
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Scary

Judy Tyrer
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Workers in this industry have to expect to be laid off at least every 2 years if not more frequently and sadly, to have to move to get a new job. It's a great place to work if you like to travel a lot. Not so good if you want stability in your life.

Kevin Fishburne
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Anyone know if there's been a game studio that was more like a band (as in Metallica or whoever), where for the most part they stayed together for a decade or more, evolving together? As naive as it sounds that's my idea of the perfect studio. A band of brothers (and sisters, of course) working and growing as a team. Perhaps in the age of specialization there's no easy way to avoid employee downtime across development cycles. Maybe overlapping or simultaneous projects could solve the issue of keeping everyone working all the time.


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