At DICE and GDC this year I heard talk of a trend in game development that sent a chill down my spine: “deprofessionalization.” As A16z marketing partner Ryan K. Rigney defines it, deprofessionalization is a phenomenon driven by the overperformance of older titles (particularly free-to-play live service games), large studios struggling to drive sales, and the outsized success of some solo developers and small teams.

These three forces, he argues, will combine to “drive career professionals from the traditional, professionalized side of the games industry.”

“Some of these people will decide to go indie,” he continues. “Others will leave gaming altogether. And in between there’s a vast spectrum of irregular working arrangements available.”

Deprofessionalization is built on the back of devaluing labor

Rigney offered some extra nuance on his “deprofessionalization” theory in an email exchange we had before PAX. He predicted that marketing roles at studios would be “the first” on the chopping block, followed by “roles that seem replaceable to management (even if they’re not).”

“The winners will be the creative renegades. I’m talking about the people making work that would have never gotten greenlit at one of these bigger publishers in the first place. Some of these creatives will start their own studio, or dabble in side projects…This is the only creative industry on the planet where one person can make $100 million making something by themselves.”

That held up in my survey of the games boothing at PAX. The developers of Mycopunk and Cat Secretary had some of the larger teams on the floor of about 5-6 people. Indie publisher Playism was showing off a number of excellent-looking games like Mind Diver and Break Arts III. Executive producer Shunji Mizutani told me the average team size the company is looking to back is around 1-3 developers (though he said it’s not a hard and fast rule).

[…]his key example of a post-deprofessionalization game developer is veteran developer Aaron Rutledge, a former lead designer on League of Legends, Call of Duty: Black Ops 4, and Apex Legends. After leaving Respawn Entertainment in 2024 he founded a consultancy firm Area Denial, acting as a “gun for hire” for studios.

Rutledge deserves his success, and the life of a traveling creative called on by other studios sounds romantic. But as a foundation for game development, it’s a framework that celebrates the few over the many. It narrows which roles are considered “essential” for making great games (often designers or programmers) and treats other positions as somehow less essential. You could see someone like Wehle hiring someone like Rutledge to bring some of that triple-A experience to a small game.

But that feels like the polar ends of who can benefit in the deprofessionalized world—developers with the stability to swing big for big-shot ideas, and programmers or designers with deep career experience that can be called in like a group of noble mercenaries. People in between will be left out.

  • Lvxferre [he/him]
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    4921 hours ago

    as Rigney defines it, deprofessionalization is […]

    • The older games are not “overperforming”. The newer games are underperforming.
    • Large studios are “struggling to drive sales” because customers take cost and benefit into account.
    • The success of those solo devs and small teams is not “outsized”, it’s deserved because they get it right.

    What’s happening is that small devs release reasonably priced games with fun gameplay. In the meantime larger studios be like “needz moar grafix”, and pricing their games way above people are willing to pay.

    More than “deprofessionalisation”, what’s primarily happening is the de-large-studio-isation: the independence of professionals, migrating to their own endeavours.

    Also: “deprofessionalisation” implies that people leaving large studios stop being professionals, as if small/solo devs must be necessarily amateurs. That is not the case.

    Deprofessionalization is built on the back of devaluing labor

    And he “conveniently” omits the fact that most of that value wouldn’t reach the workers on first place. It’s retained by whoever owns those big gaming companies.

    And people know it. That’s yet another reason why they’d rather buy a game from a random nobody than some big company.

    As A16z marketing partner Ryan K. Rigney defines it […]

    Rigney offered some extra nuance on his “deprofessionalization” theory in an email exchange we had before PAX. He predicted that marketing roles at studios would be “the first” on the chopping block, followed by “roles that seem replaceable to management (even if they’re not).”

    Emphasis mine. Now it’s easy to get why he’s so worried about this process: large studios rely on marketing to oversell their games, while small devs mostly reach you by word-of-mouth.

    Something must be said about marketing. Marketing is fine and dandy when it’s informing people about the existence of the goods to be bought; sadly 90% of marketing is not that, it’s to convince you that orange is purple.

    My PAX trip validated my fear that three professions are especially vulnerable in this deprofessionalized world: artists, writers, and those working in game audio or music.

    Unlike marketing teams, I’m genuinely worried about those people. I hope that they find their way into small dev teams.

    • @Chronographs@lemmy.zip
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      1920 hours ago

      I’d add that it’s not that larger studios want more impressive graphics that’s the problem but that their games are often monetized to hell and designed by committee to be as marketable as possible instead of being someone’s vision brought to fruition.

      • Lvxferre [he/him]
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        16 hours ago

        And because this sort of big business often focuses obsessively on what can be measured, ignoring what cannot be. Even if the later might be more important.

        You can measure the number of vertices in a model, the total resolution, the expected gameplay length, the number of dev hours that went into a project. But you cannot reasonably measure the fun value of your game; at most you can rank it in comparison with other games. So fun value takes a backseat, even if it’s bread and butter.

        In the meantime those small devs look holistically at their games. “This shit isn’t fun, I’m reworking it” here, “wow this mechanic actually works! I’ll expand it further” there.

        • @Chronographs@lemmy.zip
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          919 hours ago

          Yeah corpos love their metrics - even though as soon as you measure them they cease to be useful as people will be gaming them. Not to mention they can only show a small part of what is actually happening.