What Data and DICE Tell Me About the Game Industry’s Future The energy at DICE this year was definitely more positive than last year, and I believe that was very real. But in the structure of that optimism, I see a growing acceptance that while big games and big companies will always exist, the industry is shifting in ways that will make it look very different in the years ahead. More games, title stickiness (at the top), and challenges in discoverability and influencer-driven growth test games in finding players more than ever. Headcount and resources are often still structured for a AAA and retail world, even as the industry moves away from that model. AAA output agility is relatively similar, yet games are judged faster and more harshly than ever as costs grow. Audiences react in a more binary way than in the past, making risk-taking harder. At the same time, AI tools are everywhere for every imaginable function. While the surface explanation is that these will only augment capability, I find it hard to believe that some of these tools will not also impact headcount. Many are talking about headcount shifting from the West in an Eastbound direction. More studios are trying to reconstitute, looking for co-development or work-for-hire projects. Many platforms are pushing shorter, lighter gameplay experiences – either mimicking mobile successes or taking a Roblox-like approach. For those still making AAA games, existing IPs seem to get priority for roadmaps, with studios valuing safety and predictability. When you put this all together, it paints a picture of an industry where bigger AAA titles from major studios become more of a franchise-based treat. Lower-cost experiences – some game depth lighter, some not – will grow, with headcount location seeing more shift due to cost. None of this is total, and all of it is quite gradual, but even as the industry recovers, where opportunities exist could be quite different both geographically and functionally. The 10,000 layoffs I forecast this year are part of that transition, and it will take time for these full effects to work through the system. A career in games is not irrational. But, like film or animation, we must accept that it is harder to achieve. A steady-state 20% chance of people landing a job in games within 12 months is realistic and that is my being upbeat and seeing recovery. We need to be honest and this is not about passion, effort, or fairness. The sooner we accept this, the sooner people can make informed decisions about their futures. I particularly believe those guiding folks at universities or in early-career stages need to be more sober and honest. Many who counted on games work will need to retool, shift skills, or relocate – outside of games – to make a living. I have always known my dream is games, but if I lost my job, I would flex into anything to survive. This is the reality we need to prepare for, and I still do not believe many have fully calibrated for it.
Gaming Industry Careers
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Hmmm, not doom and gloom, let's see what can actually help... ➊ 𝗣𝗿𝗶𝗼𝗿𝗶𝘁𝗶𝘀𝗲 𝗡𝗲𝘁𝘄𝗼𝗿𝗸𝗶𝗻𝗴 With many developers self-funding their games, studios won’t make traditional hiring decisions, they’ll hire through their network, fast and sporadically. Join Discord servers, LinkedIn groups, and Twitter/X communities where developers post requirements. Keep in touch with former colleagues and industry contacts—many jobs won’t even be advertised. ➋ 𝗦𝘁𝗮𝘆 𝗢𝗽𝗲𝗻 𝘁𝗼 𝗦𝗵𝗼𝗿𝘁-𝗧𝗲𝗿𝗺 𝗚𝗶𝗴𝘀 & 𝗖𝗼𝗻𝘁𝗿𝗮𝗰𝘁 𝗪𝗼𝗿𝗸 Many small indie teams only hire on short-term contracts due to tight budgets. Consider freelance, co-development, and contractor roles to stay active and build connections. Broaden your skill set (e.g., marketing, live ops, QA, gen AI solutions or community management) to increase job opportunities. ➌ 𝗦𝗵𝗼𝘄𝗰𝗮𝘀𝗲 𝗜𝗺𝗺𝗲𝗱𝗶𝗮𝘁𝗲 𝗔𝘃𝗮𝗶𝗹𝗮𝗯𝗶𝗹𝗶𝘁𝘆 & 𝗦𝗲𝗹𝗳-𝗦𝘂𝗳𝗳𝗶𝗰𝗶𝗲𝗻𝗰𝘆 Indie studios move quickly—they need people who can hit the ground running. Keep an updated portfolio, CV, and ‘Available Now’ status on LinkedIn. Highlight previous indie experience, adaptability, and ability to work independently. ➍ 𝗨𝘀𝗲 𝗔𝗜 & 𝗦𝗺𝗮𝗿𝘁 𝗝𝗼𝗯 𝗦𝗲𝗮𝗿𝗰𝗵 𝗧𝗼𝗼𝗹𝘀 AI-powered job-matching tools (like Teal) can help track applications. Follow job boards for smaller studios, such as Itch. io, Hitmarker, and Reddit’s r/gameDevClassifieds. AI-assisted portfolio review and optimisation can help you stand out in a competitive market. ➎ 𝗞𝗲𝗲𝗽 𝗮𝗻 𝗘𝘆𝗲 𝗼𝗻 𝗘𝗺𝗲𝗿𝗴𝗶𝗻𝗴 𝗦𝘁𝘂𝗱𝗶𝗼𝘀 & 𝗖𝗼-𝗗𝗲𝘃 𝗧𝗲𝗮𝗺𝘀 Many ex-AAA developers are launching new studios, which means fresh hiring opportunities. Co-development and outsourcing studios (e.g., Keywords, Sperasoft, Room 8) are always hiring for major projects. Stay updated on new indie studios, grants, and funding rounds—that’s when they’ll be looking for talent.
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I've helped over 20 gaming professionals land get better jobs in the last year. This is what I've learned about advancing your career in the gaming industry. 1. Your unique story matters more than you think Every gamer and developer has a unique journey: - The projects you've worked on - The games you're passionate about - The challenges you've overcome These are all part of your professional narrative. Craft this story well, and you'll stand out in a sea of applicants. 2. Networking isn't optional, it's essential The gaming industry thrives on connections: - Attend game jams - Join online communities - Reach out to professionals you admire. One conversation can open doors you didn't even know existed. Remember, your next job might come from someone you meet, not a job board. 3. Your social media is your secret weapon In gaming, your online presence can make or break opportunities. A well-curated social media profile that showcases: - Your industry knowledge - Your unique expertise - Project updates Engagement with the gaming community can attract recruiters and fellow professionals. 4. Continuous learning is your superpower The gaming industry evolves at lightning speed. Stay relevant by constantly upskilling. Whether it's: - learning a new engine - mastering a programming language - studying emerging trends like VR or cloud gaming Your willingness to learn makes you invaluable. 5. Rejection is part of the game Every "no" gets you closer to a "yes." I've seen countless professionals land their dream roles after facing multiple rejections. Each interview, each application is a learning experience. Embrace the journey, refine your approach, and keep pushing forward. Most IMPORTANTLY: The question isn't "What if I don't ever get a new job?" It's "Which amazing opportunity will I land next?" Your dream job in gaming is out there. With the right mindset, you're not just going to find it – you're going to crush it. P.S. If you're feeling stuck in your gaming career, let's chat. Together, we can level up your professional journey and unlock achievements you never thought possible.
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Epic Games just laid off over 1,000 people. This happened again 🫠 Today, Tim Sweeney sent an internal note to staff announcing another round of cuts – this time, over 1,000 employees have been let go. The stated reason is a Fortnite engagement downturn that started in 2025, which pushed the company into spending significantly more than it's bringing in. Combined with $500M+ in identified savings across contracting, marketing, and open role closures, this is Epic trying to stabilize after a rough stretch. Tim states that the layoffs aren't AI-related – the note specifically calls that out, saying Epic wants more developers building great content, not fewer. The roadmap going forward: double down on Fortnite seasonal content and live events, push Fortnite's mobile return for global scale, and transition the engine business from UE5 and UEFN to Unreal Engine 6. The broader context Tim points to is real and matches what the whole industry has been dealing with – slower growth, weaker consumer spending, current-gen hardware underperforming last gen, and games competing for attention against a much wider entertainment landscape than five years ago. Epic just happened to ride higher than most during the boom, which makes the correction hit harder. For those affected, at least 4 months of base pay severance (more depending on tenure), 6 months of healthcare coverage in the US, accelerated stock vesting through January 2027, and up to 2 years to exercise equity options. Thousands of experienced engineers, artists, designers, and producers are now on the market. Full internal note: https://lnkd.in/dRkk_bEn
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The video game industry isn’t going through an extinction of talent. It’s going through an extinction of viable places for talent to exist. To be clear, I don’t know the full extent of this individual’s situation yet, and I’m genuinely looking forward to hearing the full story when the episode drops, but the broader pattern this points to is very real, and it’s been building for years. What we’re watching isn’t some mysterious cultural collapse or a sudden disappearance of skilled people. It’s the outcome of an industry that bloated itself beyond sustainability, chased scale at all costs, and then acted shocked when gravity returned. Studios spent a decade hiring aggressively during a period of artificial growth. Development cycles stretched to five or seven years. Everything had to be a blockbuster, a platform, a live service, a forever game. When those bets didn’t pay off, the only lever left was layoffs. At the same time, return-to-office mandates quietly reintroduced a friction that many people underestimate. For senior or long-tenured talent, spending ten or more hours a week commuting, on top of already demanding workloads, is not trivial. Add in the cost of living in major studio hubs, housing pressure, relocating families, or being forced back into cities people intentionally left, and suddenly “just come back to the office” becomes a real career filter. That’s even before you even factor in outsourcing. Even as RTO mandates increase domestically, studios are expanding co-development and outsourcing overseas. Entire chunks of production are now handled by external teams that are simply more cost-effective than Western developers. When margins tighten, companies optimize for cost, and global labor markets make those decisions easier than ever. We could be looking at oversupply colliding with a contracting, cost-optimized market. Working on a famous title doesn’t guarantee future employment either. Hundreds of people can “work on” a game without owning what made it notable. When hiring slows, resumes stop carrying weight. Some studios may want smaller, cheaper, more flexible teams, not veterans priced for an industry model that no longer exists. Meanwhile, player behavior has changed. Spending has consolidated into a handful of live-service ecosystems, mobile games, and social platforms. Fewer players are buying multiple $70 games a year, and backlogs are infinite. Attention is scarce and production never adjusted...until now. This isn’t the death of games, it’s recalibration of a specific model. Smaller teams, AA studios, and focused projects can still thrive. If the industry wants to keep real talent, it has to make room for it again.
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Gamedev Career Guide (2.0) 27 tips from Mirko Minenza and me to help you find a job in games. 𝗛𝗼𝘄 𝘁𝗼 𝗙𝗶𝗻𝗱 𝗮 𝗝𝗼𝗯 Networking: 1. Engage in LinkedIn/Discord/Reddit communities 2. Attend one industry event per month (online/offline) 3. use your free connection requests – build relationships 4. Aim at one mentorship calls/week – experts are willing to help 5. Check game credits, creative way to find potential connections (mobygames) 6. DM your connection before applying – referrals increase your chances of being hired Crafting Your CV: 7. Skip skill level bars – they don’t add much value 8. Focus on achievements, not just responsibilities 9. Keep it simple – concise bullet points for easy reading 10. Tailor your CV to each job – highlight relevant experience DM Tips: 11. Be direct – explain why you’re reaching out 12. Highlight value – how can you help or learn? 13. Don't pressure them to reply fast, keep it easy 14. Keep messages short – no one likes a wall of text 15. Personalize your messages – show genuine interest 16. Make them easy to read – break up text and get to the point 𝗝𝗼𝗯 𝗥𝗲𝘀𝗼𝘂𝗿𝗰𝗲𝘀 𝗳𝗼𝗿 𝗚𝗮𝗺𝗲𝗱𝗲𝘃𝘀 Video Game Career Resources by Amir Satvat Gamedev Resources by Alexander Rehm PlayHire, Hitmarker | Gaming Jobs, Outscal. 𝗛𝗼𝘄 𝘁𝗼 𝗚𝗮𝗶𝗻 𝗘𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲 Industry Knowledge: 17. Watch streamers – learn what grabs their attention 18. Research the market – use tools like AppMagic or VG Insights 19. Read player reviews – Steam, Reddit, App Store are goldmines 20. Play new games and analyze them – what works, what doesn’t? 21. Stay updated with industry news via PocketGamer, Gamasutra, or IGN Develop Skills: 22. Find a mentor for feedback and guidance 23. Create small games in UGC (mods, prototypes) 24. Join a small team – build portfolio projects together 25. Participate in game jams like Ludum Dare or Global Game Jam 26. Take free courses on YouTube – channels like Brackeys and The Cherno are great! 𝗟𝗶𝘀𝘁 𝗼𝗳 𝗺𝗲𝗻𝘁𝗼𝗿𝘀: https://lnkd.in/dKnMCzVY
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Gamedev Career Guide (updated) 27 tips from Anton and me to help you find a job in games. 𝗛𝗼𝘄 𝘁𝗼 𝗙𝗶𝗻𝗱 𝗮 𝗝𝗼𝗯 Networking: 1. Engage in LinkedIn/Discord/Reddit communities 2. Attend one industry event per month (online/offline) 3. use your free connection requests – build relationships 4. Aim at one mentorship calls/week – experts are willing to help 5. Check game credits, creative way to find potential connections (mobygames) 6. DM your connection before applying – referrals increase your chances of being hired Crafting Your CV: 7. Skip skill level bars – they don’t add much value 8. Focus on achievements, not just responsibilities 9. Keep it simple – concise bullet points for easy reading 10. Tailor your CV to each job – highlight relevant experience DM Tips: 11. Be direct – explain why you’re reaching out 12. Highlight value – how can you help or learn? 13. Don't pressure them to reply fast, keep it easy 14. Keep messages short – no one likes a wall of text 15. Personalize your messages – show genuine interest 16. Make them easy to read – break up text and get to the point 𝗝𝗼𝗯 𝗥𝗲𝘀𝗼𝘂𝗿𝗰𝗲𝘀 𝗳𝗼𝗿 𝗚𝗮𝗺𝗲𝗱𝗲𝘃𝘀 Video Game Career Resources by Amir Satvat Gamedev Resources by Alexander Rehm PlayHire, Hitmarker, Outscal. 𝗛𝗼𝘄 𝘁𝗼 𝗚𝗮𝗶𝗻 𝗘𝘅𝗽𝗲𝗿𝗶𝗲𝗻𝗰𝗲 Industry Knowledge: 17. Watch streamers – learn what grabs their attention 18. Research the market – use tools like AppMagic or VG Insights 19. Read player reviews – Steam, Reddit, App Store are goldmines 20. Play new games and analyze them – what works, what doesn’t? 21. Stay updated with industry news via PocketGamer, Gamasutra, or IGN Develop Skills: 22. Find a mentor for feedback and guidance 23. Create small games in UGC (mods, prototypes) 24. Join a small team – build portfolio projects together 25. Participate in game jams like Ludum Dare or Global Game Jam 26. Take free courses on YouTube – channels like Brackeys and The Cherno are great! 𝗟𝗶𝘀𝘁 𝗼𝗳 𝗺𝗲𝗻𝘁𝗼𝗿𝘀: https://lnkd.in/dKnMCzVY Start small. Keep learning. Your dream job is yet to come 💫
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"Entry-Level Skills Hub" A dynamic guide for aspiring game developers and educators. Created by Into Games and Bird's Eye View, two initiatives that are incredibly committed to the games community and spearheaded by industry warriors Declan Cassidy, Sara Machado, and Ryan Miles. This hub provides a detailed overview of entry-level roles within the gaming industry, outlining the specific requirements for each position and providing real-world examples of portfolios and interviews from recent hires. By integrating direct insights from experienced game developers and recently onboarded juniors, the hub presents an authentic reflection of industry expectations. It's a product of genuine crowd-sourced data, aiming to empower aspiring professionals and align educational standards with the needs of the gaming sector. Access the Entry-Level Skills Hub page: https://entrylevel.games/
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More layoffs in games. I don't think it's AI. To be fair, AI (via LLMs) remains the dominant topic and rationale when this comes up. I think it's the excuse or an edge case reason given. If these companies weren't already distressed, they'd be taking time to understand LLMs, the impact, let the bubble settle a bit, take advantage of the current low cost of tokens before the price goes up... Instead, they are laying people off, cancelling games, shuttering studios, and consolidating around their "sure" bets. This isn't, "Wow, look at all the new things we're capable of, let's innovate with better tech!" It's more like, "We're in serious trouble and really don't know what to do about it." LLMs are seen as payroll reduction, not innovation enhancement. I was at GDC (albeit briefly) this year, and there was no shortage of conversations around LLMs and how they are changing things plus the threat they bring. But I think LLMs are instead functioning as a (broken) crutch. They can be given as the reason for "restructuring" or "strategy shifts" because they are everywhere and we're all trying to figure them out and according to the marketing copy they do allow fewer people to do more things. The struggle was already there though. The way money wasn't turning positive ROI when shoved into all the various trends and tech and game companies like everyone thought it would. The bad assumption that if you assemble highly pedigreed "best in class" experts they'll be likely to make a hit game, or the misguided attempt to use "productivity" as a way to understand if you're delivering value. These are perhaps bigger reasons for our struggle than LLMs. If anything, the bigger reason LLMs are causing trouble is because of how they contort the investment picture and suck up all the dollars that might otherwise be distributed elsewhere. This isn't a post "against LLMs." But the longer this goes on, the less I believe the primary or even significant reason for layoffs/shutdowns is caused because executives think LLMs are going to supercharge their people. The pattern doesn't work. These aren't healthy companies who just got more healthy. These were companies that were already rationalizing failure after failure while the economics (specifically and globally) tilted away from them. They weren't in good shape before, and as the macroeconomic picture declined, that became more obvious. The money stopped flowing in. The longer dev cycle, higher pay, and larger team size were crashing into a game industry containing "black hole" games and a genuine struggle for attention no matter how big your brand. The "better graphics, more content" was no longer something you could argue worked well. Perhaps it never did, but now the argument isn't really there to be made. Fewer winners, more losers, at every level of dev. Along comes LLMs as a potential savior but more immediately as justification for P&L corrections. They aren't the reason.
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It pains me to see so many layoffs in the gaming industry. But there could be a very unfortunate reason for it. The gaming industry hired like a SaaS company. The assumption was that people would be there as long as the company exists. But making games does not work like building a SaaS product - at least not for the entire industry. Mobile F2P maybe, as they are structured for longevity. But for premium games, you build it, you ship it, and then for a significant portion of the team, that work is done. The question becomes what happens next. The analogy I keep coming back to is the movie industry. In that industry, most people work project to project. That is understood going in. There’s an ecosystem around it, unions, benefits, and a cultural contract between the people and the industry that makes it function. The ecosystem was built around the reality of how films get made. Gaming took a different path. It inherited the software employment model without the software revenue model, recurring products, continuous updates, and sustained teams. And it works for some companies. EA has EA FC shipping every year. There is always somewhere to move people. But for studios whose projects are more sporadic, the gap between one game shipping and the next one starting creates a headcount problem with very few clean options. The instinct when a game is doing well is to hire without fully mapping what those roles look like when the current project wraps. That timing question is critical and needs a clear plan from project to project. We’re at a cornerstone in how games are being made right now, and I don’t see the ecosystem changing to accommodate that change, hurting a lot of passionate and talented individuals.