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.

  • @FarceOfWill@infosec.pub
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    517 hours ago

    And by a modder turned dev, so, professionalisation? :)

    Though the way wube works the whole team will have been involved in some way. And they’re a student so it’s part of a fairly normal pipeline for gamedev.

    • Lvxferre [he/him]
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      316 hours ago

      And by a modder turned dev, so, professionalisation? :)

      Yup - Kovarex is a great example of how the indie scene is actually professionalising people, not the opposite.