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.
 
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.
Reading stuff like this always reminds me of the fact that the first Starcraft game had its story written by one of the lead programmers. Unsurprisingly, it's also the only game in that series to have a consistent, logical narrative rather than the disjointed shit that came after (yes, that includes Brood War).

So perhaps what the industry needs is less "professional writers" and more basement-dwelling code nerds with an autistic obsession with fine details penning stories for video games. I guarantee you that we'd suddenly start getting way better and more coherent plots.
 
>we need creative solutions

Oh, it's very simple!
Big studios should invest more in asset stores and mediabanks and less in actual game development. They also should make their own game engines instead of actual games and sell those engines via SaaS model bundled with asset store and media bank "dev pass".

Ideally, end user should build his shitty indie game from ready-made blocks fully inside the rented cloud environment with minimal human effort.
 
No Mans Sky was made by a team of half a dozen autists.
Hotline Miami was made by two guys who agreed to do a sequel to try out ideas they couldn't implement in the first game, then permanently turned down what would have been boatloads of cash to make another sequel. They were highly successful and influential games.

This is what the industry needs, not more AAA slop. I have been waiting for what seems like decades for the industry to crash and burn because it deserves the fate.
 
Business niggers get the rope, stay out of games. I couldn't care less if "The Industry" dies. Games exist because the nerds at the forefront of the personal computer age took their D&D ideas and figured out how to make them interactable on a primitive spreadsheet format with beeps and boops. Richard Garriott sold his original Ultima game on a cassette tape in a sandwich baggie with photocopied manual & art at literal hardware stores by pushpinning them to a community note board & an agreement with the managers. We need to GO BACK.

I don't mind if consoles continue to exist, but you can and should scale your individual game teams waaaaay back. 1st party teams should be like 50 people max. You'd think you'd want them smaller anyways to maximize profits, but again business niggers think leading a big team of 600 people is a point of pride and not retardation.

It's going to be a self-correcting problem, indies will always exist. Anyone going past the Wizardry scale in corporate is not my problem, feel free to Concord yourselves over and over if you want to.

All the major innovations in gaming since the 7th gen have been about monetization.
Glory to the relatively new genres of automation games(Factorio, Satisfactory, DSP), Vampire Survivor-likes, and survival games(particularly V Rising for me)
 
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I don't mind if consoles continue to exist, but you can and should scale your individual game teams waaaaay back. 1st party teams should be like 50 people max. You'd think you'd want them smaller anyways to maximize profits, but again business niggers think leading a big team of 600 people is a point of pride and not retardation.
One consequence of game prices being frozen at $60 despite inflation for over a decade is that the business retards find new ways to make money. In the case of games it was hooking whales with cosmetic DLC bullshit. In order to make it on the cheap, all the big boys created satellite studios in countries with third-world wages, like Australia, India, Britain, and China. Now every AAA game is the product of an international cartel instead of a labor of anyone's love.
 
Schedule 1.

Oh and do you guys remember Dust?


That game was made by one guy as well
I am skeptical. That doesn't sound or look like one guy made it. I think a lot of indie games are pestered with an idea that they're made by one guy, when it's actually one star leader who maybe does 60%-80% of the work, but it is actually a team. Vampire Survivors is often credited to one guy, but a look at the credits shows otherwise. I believe Balatro is a one man game though.
 
I am skeptical. That doesn't sound or look like one guy made it. I think a lot of indie games are pestered with an idea that they're made by one guy, when it's actually one star leader who maybe does 60%-80% of the work, but it is actually a team. Vampire Survivors is often credited to one guy, but a look at the credits shows otherwise. I believe Balatro is a one man game though.
Had to look up but according to Wiki (ok, not always the best source) the game was mostly made by one guy. He calculated 3 months for it but it was a 3 year long development (game came out in 2012 btw)
 
you know what's difference between polish shooters of 2010's and current AAA games? there disposable shitcoded games by college dropouts were not so anti-you for playing em
 
More generally, I think the videogame industry is going the way of the music industry, which has basically split in two. In music, you have chart pop music, your Drakes and Taylor Swifts and whatnot. Then you have music that people write and perform themselves. The term "Indie Music" has misleading baggage, but it is a totally different industry. There is absolutely no crossover at all in terms of personnel or even labels. No producers do both. No engineers do both. No touring promoters do both. Even Metallica or Radiohead aren't in the same league as Taylor Swift, financially speaking, they're just the best of the rest. And the biggest emerging bands in non-pop genres are a league down again, the time when bands that play their own instruments could make bank are gone and all that are left are legacy acts and once they retire no rock or alternative act is going to be on a major label. The whole industry has split into two entirely separate industries. And neither industry is making much money for the most part. Labels on both sides of the divide take a financial bath on most of their acts, and because the big labels have more to lose they go for low-risk investments, which means dragging more albums out of Kendrick Lamar not signing someone new - it's the equivalent to movie studios doing sequels and reboots because new IPs are too much of a risk. All the creativity is on the indie circuit. And it's not like the big boys make much money - all a AAA music artist has to do is have one bust album and they're out on their ear as they've lost hundreds of millions of dollars - see Kanye West or Katie Perry. Whereas in the indie scene, be that music or film or videogames, the budgets are often so small that the artist can take the risk themselves, and hoover up all the rewards if it comes off. In music, 30 years ago you needed a label to launch an album, now you can record, produce, distribute and market it all yourself. You'll probably fail, but if you succeed, you've won the lottery, and you can afford to lose.

Art for normies is becoming sterile shit, art for weirdos is better
I've never been able to describe it so well, that weird disconnect between people who are really in to music and those who just like whatever is catchy. The manufactured music.

I think we're already there. Fortnite, COD, FIFA and live services are your manufactured normie approved games now. These huge AAA devs that keep failing are the ones who are still trying to make a "traditional" videogames but with methods and resources intended for making nu slop. It's like you gave your unique and passionate local band a team of mainstream producers. The result will not be what their fans wanted.
 
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