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.
 
"Vital specialists" my ass. Here is the gaming industry in its current absolute state:
  • Bloated and unnecessarily sky high budgets
  • An interactive medium being reduced to movies
  • Financial abuse of customers consooming the products (micro-transactions, content devoid of value, P2W shit, thinly veiled literal gambling, etc.)
  • Rehashes or remakes marginally improving the original games (there are some exceptions)
  • The cutting floor being comprised of mountains of possible content despite the insane budgets
  • Zero new successful IPs and every attempt crashing and burning because of reasons about to be mentioned
  • No innovation, every game in a genre feels the same and if a game stands out, it's 95% of the time in a negative light
  • DEI, marxist propaganda, you know the drill
  • Famous actors, who are not needed for a good game
  • Stories either uninteresting or so bad you either stop caring or stop playing outright
  • Big publishers or developer studios patronizing or even insulting their (potential) customers
  • Pre-order bonuses, forcing you to take a leap of faith with the high possibility of you getting ripped off
  • Releases full of bugs and "Day 1" patches to fix the developers fuck-ups, horrendous optimization, "going gold" being a long-forgotten myth at this point
  • "live service" games, which you can't even play anymore, when the games stops being profitable and the plug is pulled
  • Console gamers being completely raped and their machines basically being paperweights, because newer "exclusive" titles are ported to other systems after a while and are most likely dogshit (PS5 has no games LOL)
  • PC gamers also getting raped because you'll be forced to get expensive hardware TO EVEN FUCKING PLAY THE GAME, DOOM: TDA is going to start this trend (sidenote: I have a beefy rig, but I stand behind that this shouldn't happen in general)
  • Massive focus on "graphical innovations" instead of making a game actually fun to play
  • The most recent example circling back to financial abuse: 80 or more [currency of your choice] for a game in an atrocious world economy
Here are the possible outcomes:
  • more layoffs, even affecting those who actually try
  • investors getting fucked in the ass (based)
  • Asia getting a stranglehold in the vidya industry once again (take a good look at Nintendo and tell me that is going to be a net positive)
    • Less competition, the consumer will get fucked in the process
    • Also chiner and Tencent, do I need to say more?
How it can be fixed:
  • Trim off the fat, execute fire all DEI hires and writers who finger their assholes and sniff their farts instead of making good games
  • Zero propaganda and lecturing, people are playing games to escape reality for a few hours and not for being belittled in a product they fucking paid for
  • Completely cutting off state gibs for video game budgets, let the market decide if a developer studio or publisher deserve their right to exist
  • The writing and development of games going hand-in-hand and making a defined and complete product
  • Finished products, on-disk DLC and other weaselly shit being a thing of the past. DLC (and extensions, what it used to be called) of games providing actual content worth spending the money for
  • Ditch the "Hollywood" retardation and start using realistic budgets, AA/middleware are in dire need of a comeback. If a risk is taken and the game is successful, you're looking at a new IP that isn't shit and has potential. A insane budget used for dogshit games only gets you catastrophic financial losses and ridicule in the process
  • A complete paradigm shift against online-only and "live service" games. This shit may (reluctantly) fly on PC, but for consoles this is unacceptable
  • Telling games """journalists""" to go fuck themselves, a high score deserves to be given because of merit, not bribes
  • Bring passionate huwite nerds back
Those useless parasites do not add anything substantial to society, even having to suck dick for cock for money would be a greater net positive and is a fate I would unironically wish upon them.

TL,DR:
I genuinely hope that GTA 6 will be this generation's E.T. that will kick off the second great video game crash.
 
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TL,DR:
I genuinely hope that GTA 6 will be this generation's E.T. that will kick off the second great video game crash.

I honestly cannot see GTA VI making it's money back. At this point they have dropped what, 2 billion dollars on that fucking thing? How long did it take GTA V to make that sort of money back, and they had the advantage of selling twice to both the PS3/360 and PS4/One. Add to that how much of the profit from V was online shark cards over the years and I simply do not see it breaking even on the first year. That is gonna cause a absolute shitshow in the industry.
 
I honestly cannot see GTA VI making it's money back. At this point they have dropped what, 2 billion dollars on that fucking thing? How long did it take GTA V to make that sort of money back, and they had the advantage of selling twice to both the PS3/360 and PS4/One. Add to that how much of the profit from V was online shark cards over the years and I simply do not see it breaking even on the first year. That is gonna cause a absolute shitshow in the industry.
GTA6 will make it's money back in about 10 days.

GTA 5 has made BILLIONS of dollars.
 
I can see why the deprofessionalization would be a problem. I remember with Invader Zim they had a guy for the music that would crank out stuff routinely for the show that would dazzle some of the other people on there with how well it fit.

But if you're working off this idea of just purchasing assets from things like the Unity Asset store or finding people that can just repeat what they've already made elsewhere, you're left with a lot more recycled look and feel to everything. So you'd get a lot less originality to the look of the games or else you get stuff that has the bobblehead look of stuff like Schedule One.

Though I see a lot of this as why people will keep gravitating towards some AAA games since they do end up with a lot more polished look and feel. Like Cyberpunk had its issues, but people still often love the look of it or having Keanu as their headmate. I can't see a lot of indie developers being able to get to that level unless they had a ton of funding they could pull out from somewhere for contractors and/or were just the successful developers peeled off another company..
 
I can see why the deprofessionalization would be a problem. I remember with Invader Zim they had a guy for the music that would crank out stuff routinely for the show that would dazzle some of the other people on there with how well it fit.
You're confusing skill with credentialism. You don't need to be a "professional" to make good music. Don't get me wrong, I do agree that a solid musical education can help a talented musician reach even greater heights, but education is not a replacement for talent. Getting an English literature degree doesn't automatically make you a competent, let alone talented, writer.

And that's the issue with modern game development. If you look at the people that made classics such as Half-Life 1, Ultima games etc., very few had any sort of formal education, and virtually zero had any in relation to game development. They tended to come from all walks of life, many having developed the skills they'd use to work on the game as part of a hobby.

What united them all was a passion for the medium and wanting to see what they could do with it. Most were willing to work grueling hours and no guarantee of success because they genuinely loved what they were doing.

The modern game developer is a different beast altogether. They're clock punchers and predominantly bottom-of-the-barrel in their fields, anyone more competent already having found gainful employment in an IT sector with better hours and better pay - they likely hate games and making games, hate gamers because it's easier to lay blame on the costumer than management for your shit conditions, and are oftentimes utterly consumed by leftist ideology, or just push it because they believe it gives them greater job security.

Doesn't help that this kind of workplace environment turns into a self-policing dystopian nightmare, where your colleagues routinely purity test each other to root out nonbelievers, and that nepotism runs rampant.

Of course modern game developers are utterly terrified of a paradigm shift back to the old days, where your dogshit university degree meant nothing in the face of raw talent and passion, where a dozen White guys in their mom's basement could release a game that would make them rich and put whatever the big publishers were making to shame.
 
It's made by one person who won't even give their name, last I checked.
I'm glad. He'd be harassed to no end because Balatro wasn't diverse enough.
I honestly cannot see GTA VI making it's money back. At this point they have dropped what, 2 billion dollars on that fucking thing? How long did it take GTA V to make that sort of money back, and they had the advantage of selling twice to both the PS3/360 and PS4/One. Add to that how much of the profit from V was online shark cards over the years and I simply do not see it breaking even on the first year. That is gonna cause a absolute shitshow in the industry.
GTA 6 will make its money back in the year because normies are retarded.
 
You're confusing skill with credentialism. You don't need to be a "professional" to make good music. Don't get me wrong, I do agree that a solid musical education can help a talented musician reach even greater heights, but education is not a replacement for talent. Getting an English literature degree doesn't automatically make you a competent, let alone talented, writer.
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The man who did all of that never got a degree in music anything, merely private lessons. Apparently he still really wants to do a Final Fantasy game like he initially applied to Square for as his first job, and I can state without a doubt that shit would be beyond epic.
 
Of course modern game developers are utterly terrified of a paradigm shift back to the old days, where your dogshit university degree meant nothing in the face of raw talent and passion, where a dozen White guys in their mom's basement could release a game that would make them rich and put whatever the big publishers were making to shame.
Which, you know....JUST HAPPENED. Clair Obscur: Expedition 33 was made by 33 people (majority white) lead by a bored ex-ubisoft employee. It like Palworld where a dude with passion found a bunch of rando's off the internet and sold a blockbuster game (2 million and counting) for $50.

What is really funny is that people did some digging and the lead developer/designer for the had a ton of old youtube videos of him doing no hit/all parry runs of Devil May Cry. Who know that putting a dude in charge of a game that loves gaming would end up with a GOTY contender?
 
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.
Ive been working on a game for a while and one thing i'll say is that video game writing is fucking hard and nobody understands how it works on a meta level. so much of modern video game storytelling isn't even videogame storytelling it's just cutscenes that use film and video editing techniques to communicate emotion in a video game. if you look at valve games like half-life or portal they legitimately do not even have a framework built to use any of those techniques at all.
 
Not only is there a game called Sex With Hitler, but it was successful enough to grow into a series of games, with another on the way. This is what the AAA studios are competing against, yet they still can't seem to make enough money. Imagine getting bodied by Sex With Hitler.

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Well I am not gay but 14,88 dollars is 14,88 dollars!
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The man who did all of that never got a degree in music anything, merely private lessons. Apparently he still really wants to do a Final Fantasy game like he initially applied to Square for as his first job, and I can state without a doubt that shit would be beyond epic.
TES and DoW both had great music.
 
I can see why the deprofessionalization would be a problem. I remember with Invader Zim they had a guy for the music that would crank out stuff routinely for the show that would dazzle some of the other people on there with how well it fit.

But if you're working off this idea of just purchasing assets from things like the Unity Asset store or finding people that can just repeat what they've already made elsewhere, you're left with a lot more recycled look and feel to everything. So you'd get a lot less originality to the look of the games or else you get stuff that has the bobblehead look of stuff like Schedule One.

Though I see a lot of this as why people will keep gravitating towards some AAA games since they do end up with a lot more polished look and feel. Like Cyberpunk had its issues, but people still often love the look of it or having Keanu as their headmate. I can't see a lot of indie developers being able to get to that level unless they had a ton of funding they could pull out from somewhere for contractors and/or were just the successful developers peeled off another company..
You're confusing skill with credentialism. You don't need to be a "professional" to make good music. Don't get me wrong, I do agree that a solid musical education can help a talented musician reach even greater heights, but education is not a replacement for talent. Getting an English literature degree doesn't automatically make you a competent, let alone talented, writer.
The gun animations for Palworld are stellar, and it's because they're made by a self-taught convenience store worker who just cares about what he makes.
 
I love how half the comments on the second vid are either correcting him on the Deagle/1911 or mourning that poor adorable Chillet who dindu nuffin.
TES and DoW both had great music.
Oh, for sure. The Skyrim main theme is probably the best part of the game and every faction in DoW had magnificent theme songs. DA BOYZ had da best 'un, tho.
 
You're confusing skill with credentialism. You don't need to be a "professional" to make good music. Don't get me wrong, I do agree that a solid musical education can help a talented musician reach even greater heights, but education is not a replacement for talent. Getting an English literature degree doesn't automatically make you a competent, let alone talented, writer.
I saw it more of an issue of organizations and whether businesses would be fine hiring on people to focus on particular jobs even if it risked bloat.

So actually hiring people to do the jobs rather than looking for a contractor or hoping one of the people you already have working for you can do the work as a side thing.

I was reading this move away from professionalization as about moving towards a more gig job environment of people keeping as small of teams as possible and then bringing in contractors for the odd jobs they couldn't do amongst themselves. Or just buying the assets on stuff like the Unity store in which case you don't have anyone getting employed by a business to do the job, but instead are just putting their stuff up on a website that they're hoping the algorithm will work to get them enough sales to maybe make the pursuit worthwhile.
 
>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.

Even more advanced AI is coming and the future game engine is likely to look more like the world seed from Sword Art Online than what we have now. Add in some tools for manual editing and direct input for better narrative, lore, story and world control (and special areas/buildings/cities/dungeons etc) and the only thing needed is base content like building blocks, assets and stuff like that. As AI picks up on that stuff too, companies won't be needed anymore in general.


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.


Glory to the relatively new genres of automation games(Factorio, Satisfactory, DSP), Vampire Survivor-likes, and survival games(particularly V Rising for me)

Been saying this for a while. We need a crash and or to make gaming uncool again. It'll be the only way to get rid of "gaming as a business" parasites.
Also i miss STATS!


Those useless parasites do not add anything substantial to society, even having to suck dick for cock for money would be a greater net positive and is a fate I would unironically wish upon them.

Well said.

I think the most nauseating aspect of modern AAA and AA game development is how the cookie cutter and dumbed down nature of everything is explained away as costs, while so many games end up with advertising budgets at least equal to the development costs. Infuriating and ridiculous. Another price of gaming being beholden to "next big thing" logic and normie infested.
 
Shouldn't the capability of small teams/solo decs without expensive licensed tools and proprietary software being able to succeed in a market that's frankly kind of oversaturated be celebrated? It's one thing to call AAA Publishers replacing development roles with AI to be "deprofessionalization", I'd agree that's at least undercutting the value of certain specialists in the industry, and also in the long run erasing the muscle memory the industry has for those roles. But a small dev being able to compete and succeed? It's really not the same kind of threat.
 
The barrier to entry in the videogame market has never been lower. The barrier to attention keeps getting higher and higher. In the past, pre Steam and online retailers. You had to purchase market space, have distribution deals with companies like Wal-Mart, Target and Gamestop. You also had console generations where old games just didn't work anymore. Backwards compatibility was spotty at best on the earlier Playstation models. Old PC games took effort to make work on newer hardware.

Now the market is fully democratized, it's easy to upload to Steam. On top of that games industry is competing with its back catalogue. How many people are playing Starfield over Skyrim? Why play the newest movie game, where the lead is denigrated and everything is gay? When you can play something older, keep your money and not be insulted by the product. AAA game development has become bloated and filled the work shy. Who want the prestige of the job, rather than doing the job.
 
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