RedC
Member
Key Points Summary:
- Hiring in the modern games industry has become increasingly difficult due to widespread low productivity.
- Many candidates from major studios look good on paper but, in practice, haven't accomplished much over multi-year periods.
- This problem has become especially noticeable post-2020.
- A small fraction of workers (often the square root of total staff) still does most of the actual work—but this imbalance is worse than ever.
- Many developers believe they're working hard, but by older industry standards, they're not contributing nearly enough.
- Studios massively overcorrected after crunch controversies in the 2010s, leading to overly cushy work environments.
- This overcorrection worked during boom times—but collapses when money dries up.
- The industry entered hard times in late 2023, triggering mass layoffs.
- Decisions made in easy times are now crippling studios in hard times.
- Institutional knowledge and real production skills are being lost.
- If this trend continues, the best games of the industry may already be behind us.
- This isn't about demanding >8-hour days—most people don't even seem to be doing 4–5 hours of real work.
- Productivity is low due to both reduced working time and inefficiency.
- Companies don't know how productive people should be—they calibrate expectations based on current staff.
- If productivity declines, expectations also decline, leading to slow organizational collapse.
- Many managers and employees have no incentive to diagnose this problem honestly.
- A broader cultural issue: people no longer believe their work has meaning or purpose.
- Without purpose, people disengage and just "pretend to work."
- Good developers still exist—but they're increasingly rare.
- The speaker's team is small, highly productive, and considered "insane" by industry standards.
- They're building:
- One of the largest puzzle games ever made
- In a custom engine
- With a custom programming language
- With a compiler built alongside it
- Shipping on multiple platforms
- Google would probably assign hundreds or thousands of engineers to this.
- Their team has three programmers (and that includes the CEO).
- Past hires were cut because unproductive members became a liability during hard times.
- The company nearly collapsed because of this.
- Standards are high because survival depends on real contribution.
- The goal isn't just to ship a game—it's to make something meaningful and important.
- The CEO is still debugging rocks falling in-game 30 years into his career due to lack of manpower.
- This is not how it should be—but it's the current reality.