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Whenever I hear of a studio that has “grown 50%” since their last successful release, I get worried. So many companies grow way too fast. On the other hand you see small teams staying small, and doing great work for decades. A successful game can keep you afloat for ages if you stay small.

GamesIndustry.biz@gibiz.bsky.social

How Star Wars: Galactic Racer kept the core team small and sustainable through distributed development. "When you shrink, there's a personal impact to people, but you also lose an incredible amount of knowledge, which I think is probably way more expensive to retrieve" https://bit.ly/4hT02qg

So I am glad to see more smaller studios using external development to keep a tight core of people with them for a longer time. Not only does it keep the knowledge in the company, it's also great for the stability of people's lives.

Why am I seeing so many strange takes about this article all of a sudden. We want people to have long term jobs in which they do not fear constantly being laid off, by staying away from boom-and-bust, which they intend!!

2 reposts24 likes

I feel like the takes are pretty self explanatory Outsourcing studios in other parts of the entertainment industry are often pretty bad places to work at, with no guarantee of any job being "long term", and unionizing won't prevent the companies hiring your outsourcing studio from dropping you

Absolutely some companies are bad to work for, either directly or as exdev. So we'd rather they were all hired directly and then immediately laid off instead? What is this reasoning?

it's cost center profit center bs from general motors era management thought, instead of relying on necessarily exploitative external deveopment they should be selling a product that the "core team" can make themselves

Necessarily? I have literally worked with companies exactly as described in the article: I am in the Slack, I am in the daily meetings, but only part time a week, and only for a part of that journey of the whole game, and I love it that way! It gives me the freedom, and the work, that I want.

No we'd rather they were all hired directly and then actually got a chance at unionizing so they can better protect themselves from actual layoffs, than be hired indirectly and have no protection from the companies hiring them whether or not they're unionized. There's more than 2 options there

Literally entire companies shut down because they keep over-hiring! And the folks in exdev can unionize just as much! Your logic does not make any sense Imagine an indie dev hitting it in the millions and immediately hiring everyone they know full time right away. They would shut down in months!

We want people who work externally to get credit, and they literally name a company in the article! It's not revolutionary, and they don't pretend it is! They literally mention how it's better for those in employment, and it retains knowledge. It's a win-win! They're honest! Wtf do you want??

There was another threaded discussion yesterday, and a conclusion out of that was that there may be a huge co-dev experience difference between the US and the EU. Perhaps US folks have it way worse, and EU folks have it much better: bsky.app/profile/ryst...

Robin-Yann Storm@rystorm.com

Is it?? I keep seeing people make this enormous mental leap, without having actually talked to anyone who is working at those codev studios. I know people working at places like that in great QoL, with permanent contracts, and homes!! Sometimes better than the actual 'main' developers!!

Yes I am still talking about this, because I still see nobody actually writing out an apology for their incredibly destructive takes that pushed loads of people to think that somehow 'codev is a toxic bad thing' for the game industry. You are literally making things worse by pushing that narrative.

I mean for god's sake look at the replies on this post, it's horrible. People with no sense of what is actually going on, all incredibly upset at an idea they have in their head about how it must be, all yelling for the game industry to change for the worse.

GamesIndustry.biz@gibiz.bsky.social

Star Wars: Galactic Racer was made by a core team of 75 people. "What we wanted to do was keep that core small, smaller than perhaps you might have done in the past, and scale capacity and capability with what we call distributed development." https://bit.ly/4hT02qg