Business The 'deprofessionalization of video games' was on full display at PAX East - PAX East felt like a warning: explosively successful games by solo devs and small teams are great, but it could lead to a dearth of vital specialists.

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The 'deprofessionalization of video games' was on full display at PAX East​

PAX East felt like a warning: explosively successful games by solo devs and small teams are great, but it could lead to a dearth of vital specialists.
Bryant Francis, Senior Editor
May 16, 2025

At a Glance​

  • The success of Schedule I, R.E.P.O, and Balatro has shown games by small or solo teams can outperform expensive competitors.
  • Some say this points to games requiring fewer developers to be successful, leading to "deprofessionalization."
  • Small teams deserve success—but "deprofessionalization" risks damaging the industry. This was easy to see at PAX East.

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."

Is this trend real? It sure felt so at PAX East 2025. It's no secret that the COVID-19 pandemic led to many game companies decamping from expo floors, retreating to either all-online promotion or in-person community meetups structured around intermittent panels. Gone are the days where a chunk of the development team can get one-on-one facetime with players—shifts in supply and demand have simply moved where marketing takes place.

But something else lurked under the surface. Some notable studios like Behaviour Interactive and Funcom had classic booths up on the show floor. Devolver Digital had maybe the tallest booth on display—but it was only using it to showcase three games: Mycopunk, Monster Train 2, and Botsu. The bulk of the remaining space was taken up by small publishers and game studios.

Wandering through these booths, I found a mix of truly excellent and inspiring games. But also found myself bubbling with frustration. Few of the developers on display were working on teams larger than three people. They talked about publishers wanting ever-more-expensive offerings as part of their pitch deck. Short-term contractors seemed to be the best way to plug gaps. Why did it feel like so few proper businesses were fighting to get their games in front of players at PAX?

Speaking with Rigney and other developers, I sensed that "deprofessionalization" isn't just a catchy phrase to describe demand-side economics in game industry hiring. It's a frustrating reality that may undervalue games from big and small teams alike.

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).

My favorite game I saw, We Harvest Shadows is being developed by The First Tree solo developer David Wehle. Wehle explained that he's hiring a contract coder to help with the dense system design fueling the "farming" part of his "horror farming simulator." The story was the same everywhere I went. Solo devs, two-person teams, and publishers fishing for low-budget indie hits were the talk of the show.

I want to be clear here—no one I spoke with at PAX East should feel "obligated" to give anyone a job. They're small teams making the most of limited resources, and it's the acceleration in game development technology that's made it possible. What feels wrong is how few people seem to benefit from this status quo.

To go back to Rigney for a moment, 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.

Who gets left behind in a world mainly filled with small teams?​

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. These roles seemed vulnerable because on these small teams, they were the roles developers mentioned doing in some kind of shared or joint fashion.

All three risk compartmentalization as "asset creators," their work treated as products you can purchase off the store shelf.

Every artist in games knows how hard it is to make a living doing what you love. In-house artist positions have faded away as companies look overseas to produce as many assets as humanly possible at the lowest living wage. Enthusiasm for AI-generated assets (that look like dogshit) are nudging this trend along. In the "gun for hire" mindset, working artists aren't worth anything to game development because they're producing goods to be used, not participants in the process. Art directors are in a slightly more stable position, but only by virtue of knowing "what looks good" and telling someone else what they want to do.

As someone who recently shipped his second game as a writer, the cuts to game narrative teams hit close to home. The GDC 2025 State of the Industry survey reported that of the 11 percent of developers laid off in the last year, 19 percent of them worked in game narrative, the highest of any responding demographic. Two diverging trends are hurting this field: the growth of successful games that don't feature much narrative (either focusing on deep game mechanics or story-lite multiplayer) and the spread of story-driven games authored by the creative director and maybe one or two collaborators create conditions that lower the number of available jobs.

Game writers have long described frustration with how they're treated by the industry, often brought in later in the process and sometimes treated as if they lie in opposition to the rest of the development team. Some studios leaned on the job title of "narrative designer" for professionals who write and implement narrative events, but that still speaks to a mistrust of the profession, that producing words isn't enough to bring value to a team.

Finally, game audio and music professionals both produce work that can be bundled into licensable libraries, with implementation left to designers on a team. Sometimes this work is essential, the number of sounds a game needs can't be produced by an individual human. And composers don't always want to be tied to one studio—working with multiple teams frees them to explore creative projects and keep working when they aren't necessarily needed in a day-to-day game development environment.

But again, treating them this way puts them on the rim of the game development wheel, implying their labor could be deprioritized by true talent that deserves to reap the benefits of game design.

A decentralized creative community needs to benefit creatives​

Rigney explained to me that the game industry has one ace up its sleeve that other creative fields don't: its "indie" market is a commercially viable market. "People are paying for these games!," he exclaimed. "This is not happening for indie filmmakers. This isn't happening for books. What's happening for indie games and small studios won't replace the jobs lost at the major publishers, but it will create opportunity for the most creative and most determined people."

But don't rush off to start your indie dreams—it's still as true as it was for years that most indie games do not succeed. And those that don't succeed can still be financial fodder for the shovel merchants of the worlds—your technology companies, your payment processors, your game platforms, your investors, etc. Plenty of companies are standing ready to profit on the devs gunning to be the next Schedule I.

Is there a way deprofessionalization can benefit the developers left behind? Rigney raised one fair point: part of the reason some indies are running circles around large companies is that those companies can mismanage creatives so badly they go for years without shipping a game. If someone smart could crack that problem—improve management at large organizations and make sure games make it out the door—that could be a way to balance the trend.

"Right now none of the solutions are well equipped to solve all the problems. I work in venture capital, which isn't great for funding individual games, but can work well when funding teams that are pursuing large scale growth via some new distribution or technological edge."

Indeed, PAX East showed that we need creative solutions. One shouldn't need to be a social media wunderkind, years of hard-to-earn triple-A experience, or be a jack-of-all-trades to have a career in game development. That path does bring us some wildly inventive games—but leaves us with a community of developers hustling on gig work to keep their dream alive.
 
It was also widely mocked when it released due to sort of obnoxious marketing and outright bombed on PS4.
Glad that the developers stuck with it and turned that ship around.

I seem to remember that the devs hyped it up way beyond what the release actually had, and then you had people hyping it even more than promised (I seem to remember "Minecraft in space!" or something along those lines).

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. These roles seemed vulnerable because on these small teams, they were the roles developers mentioned doing in some kind of shared or joint fashion.

Writing, audio, and artistry is all awful is AAA games. The writing is shit, everyone knows that, and because things tend to be voiced, flavor text practically doesn't exist. Audio, I can't think of a game's soundtrack or audio that I enjoyed that wasn't from a Japanese studio, an indie game, or something made after 2008. The look and feel of games are terrible. Women are made to look unattractive and despite pushing non-whites, half the black people look like racist caricatures.

The article is all about video games, but I feel like it points to a bigger problem among lefty types in particular, and that is blind, overwhelming reverence for "the experts." Think about it, if these "vital specialists" we're at risk of losing are so great, then why aren't they making good games? The "bubbling frustration" the author feels is his worldview crumbling before him, a worldview that paints people without a degree as borderline retarded, and anyone not working for a large corporation as lacking ambition.

To me the bigger picture is the same as anything else, that in any industry that still is big (as in, not imploded to a niche audience) panics that people aren't buying their shit anymore, forgetting that the reason people bought their shit in the first place was that was good. "People don't read newspapers anymore", they say, as the local newspaper gets gutted to reprints of AP articles and the token local item, forgetting that newspapers were once a compendium of everyday life with human interest features (food, travel, sports, and entertainment). "People don't go to retail stores anymore", they say, as the local retail stores are dirty, out of stock dungeons with a skeleton crew, forgetting that retail stores were once properly merchandised and well-staffed with management recognizing where the weak points of the organization were. "People don't buy mainstream games anymore", as the games have bloated budgets, poor depth, and blatant pandering, forgetting that mainstream games once had a talented dev team who delivered on time and within budget, pushing boundaries of technology, and loved their fans.
 
Plus, the game getting delayed so many times, despite the astronomical costs doing so incurs, tells me that the whole game is a mess. Not for a second do I buy Rockstar's bullshit excuse that they're delaying the game to polish it.
Yeah, let's look at how AssCreed: Shadows looked and played after Ubisoft delayed to give it a coat of polish.

What's that? It was somehow even worse than what people were expecting and has now resulted in the CEO selling out Ubi's best IP's to Tencent?
 
Honestly I made this name to make fun of the fact that Gandhi was a wife beater and all I get are Civ jokes lol.
Sorry man, some memes are going to stand the test of time.

Don't mind John Badtouch though, he's just assmad his line's not going up and it's getting harder to find kids to play with.
 
Sorry man, some memes are going to stand the test of time.

Don't mind John Badtouch though, he's just assmad his line's not going up and it's getting harder to find kids to play with.
He's just a troll who tries to rile people up. I told him off in another thread and he followed me to this one. He's like a stray dog who thinks love is being beaten. Poor guy.

Edit: About the name, yea I know lol. It doesn't bother me that much. I am going to figure out a good signature to get the whole wife beater theme going though.
 
The article makes a decent point, AAA does have some cool aspects to it that require dedicated professionals that an indie-centric environment won't breed. For example you won't find many indie games with orchestral soundtracks or UI as stylized as persona, and that is a shame, but that's just what happens when 90% of AAA games have trash gameplay that can't possibly attract an audience
 
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. These roles seemed vulnerable because on these small teams, they were the roles developers mentioned doing in some kind of shared or joint fashion.

I will admit that yes, music and audio in games can be important. Think about the original Super Mario Brothers and how many of its tracks are iconic and set the tone for each level you advance too. Can you imagine the game without its iconic music? At the same time why does an indie studio need to hire some overpaid DJ or musician to do the score for the game? I'm sure they could get decent results hiring their friend who is in a garage band to write a few songs for the game and pay him in beer or helping him move to his new apartment.

By artists do they mean concept artists? Because I'm sure the developers can do that on their own. If they mean artists for commercial art meant to sell the game they can probably get a buddy to do the art or use screencaps or AI to save on money. Back in the day Atari would hire artists to create art to sell their games but those days are long past. Now you need cutscenes and gameplay videos to sell your game. One criticism I'm hearing for GTA6 is that all they have released for it so far have been art and cutscenes and no gameplay videos so is the game actually good and worth playing?

As for writers who on Earth needs multiple writers for a video game? Do you really need twenty writers for a game? Unless writer means "comes up with scenarios for missions and quests" which are going to boil down to "kill these dudes" or "find 10 of this thing" its just going to boil down into, "look at this two hour long movie to make up for the fact I'm a failed Hollywood screenwriter". Looking on the Mario wiki the original Super Mario Brothers had no writers on its staff because it didn't need writers. They programed a good game and scrawled out some random story about a turtle kidnapping a princess and a fat Italian plumber saving her and that s one of the most famous video games in history.

This article is nothing but some "journalist" seething that the easy jobs in the video game industry will disappear and those who are skilled at programing will succeed by delivering a quality product.
 
For example you won't find many indie games with orchestral soundtracks
Considering Cavedog had about twenty employees when they released Total Annihilation I'd say its less about size and more about finding a talented music composer. After all, once you've got the music down you can just outsource the production to an actual orchestra.
 
As for writers who on Earth needs multiple writers for a video game? Do you really need twenty writers for a game?

Left is the GTA3 script, right is the GTA4 script. This is pretty much what happened across creative departments in games as budgets ballooned.

gta3_gta4_scripts1-467315567.webp

Now for Rockstar it's worked out so far. They are one of the few game companies where you really see the budget in the actual end result. RDR2 is like a 360 degree immersive movie. They also make stuff that sounds immediately cool, like crime and westerns. You can't take swings of that expense and also make blue hair crap that nobody wants.
 
I'm so fucking hard, this article is going to single-handedly end the cummie shortage.

Get fucked "writers, artists and musicians." Especially the first two.

The article makes a decent point, AAA does have some cool aspects to it that require dedicated professionals that an indie-centric environment won't breed. For example you won't find many indie games with orchestral soundtracks or UI as stylized as persona, and that is a shame, but that's just what happens when 90% of AAA games have trash gameplay that can't possibly attract an audience
Orchestral sound-tracks are gaudy bullshit that adds nothing to the end product. Use samples, as long as you don't cheap out on the horns nobody can fucking tell.
 
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As someone who recently shipped his second game as a writer, the cuts to game narrative teams hit close to home.
If this article is any indication, game devs are better off without his writing.

As for writers who on Earth needs multiple writers for a video game?
RPG developers. If a game has dialogue trees, multiple approaches for every quest, NPC reactions to what the player does, and continuity between quests, the total amount of writing needed for a decent-size RPG becomes too much for a single writer.
 
You know this journoslime might have a point if they actually meant real geniuses like John Carmack who had long fucked off to build AI or whatever at this point.

But we all know he meant the poojeet UE5 dev who spent the last ten years fucking up the engine into a blurry mess.
 
Just nuke the industry and let the people who care about it rebuild it from the ashes.
The so called "people who care about games" currently:
Gaming is infected not just in the industry, but on an individual scale too, just completely gas all programmers bro.
 
Shiiiiiiiiiiiiit. I saw it on Steam and liked it. But if the journo praised it, it's pozzed by default unless proven otherwise.
first-person narrative game
Taking inspiration both from slow P.T.-style psychological horror games and Edith Finch-style personal first-person titles
🚨walking simulator alert🚨
 
It's interesting how the vector for leftist subversion switched from indie to AAA. Pre GamerGate it was mainly shitty indie walking simulator and platformers, but after being humiliated they just got in to AAA as middle manager and destroyed them from within like cancer.
This one makes perfect sense given how leftists operate. Indies are do or die on their product: you don't have an idea or game concept which people want? Straight into the pit of nothingness with no reward and potentially bankrupting consequences. AAA however allows midwits and explicitly damaging agents to thrive because profitability is no concern (at least yet) and political power is everything. Same reason these people do so well in academia and the numerous orbiting NGO and think tank parties to state/federal politics; it's not about the money, it's who you can convince and who you have leverage over.

What this article shows is some of the more prescient leftists are realizing the easy ride is over because their corporate vector is drained dry and must now emphasize money making over virtue signalling. They don't like it because they know their own asses are the first on the chopping block to achieving that and then must subsequently start from scratch to achieving the same level of infiltration they currently enjoy.
 
Considering Cavedog had about twenty employees when they released Total Annihilation I'd say its less about size and more about finding a talented music composer. After all, once you've got the music down you can just outsource the production to an actual orchestra.
Dude, I remember seeing this at my local library and renting it, but I recall it being a mech shooter like mech assault and being on planets where only space can be seen from the planet surface you're on.
 
Dude, I remember seeing this at my local library and renting it, but I recall it being a mech shooter like mech assault and being on planets where only space can be seen from the planet surface you're on.
Boy, did you seriously misremember. Go pick it up on GoG since its $5 and there's still a bit of a mod scene for it even now.
 
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