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.
 
Imagine going to school to learn how to make video games. Get a degree in making video games. Get hired for your education in making video games and then shitting out something like Concord. Then everyone of your cohort does the same thing. Spend a decade in academia then utterly fail as a demographic in the free market.
Concord is just the name people remember. There have been nothing but flops for almost a decade now. All by well educated and well funded devs.

Turns out you can't teach people how to make games and the most financially viable means of growth is to take hobbyists and gather them together with just enough funding to try, but not to waste. But that would mean the retards who wasted their lives and the universities and publishers that wasted time and money on them would have to admit wrong.
 
What we are learning, in videogames, film, TV and related media is that the one thing that does not improve with budget is writing. More money buys fancier graphics, better marketing, big-name actors/VAs, licensed soundtracks, but your writers are either talented or they aren't. Getting more writers, and paying them more, doesn't improve the quality of the writing. In theory the best writers should command more salary, but they only do to a tiny extent, especially as good writers are being pushed out by shit DEI hires. They spent a literal billion dollars on Rings of Power but the writing was worse than most fanfiction. Sub-amateur results, and not for want of cash.

The best indie devs (or indie film-makers) make their games because, fundamentally, they want to tell a story. They are writer-led projects. In some cases (such as Miro from Fear and Hunger) they learned to code games specifically because they wanted to tell a story in that way. I can't think of an indie game where someone said "I wanted to make models with a billion polygons and ray-tracing, and went from there," but that's how AAA games often go. In fact for AAA, it's more like "I want to design a game that hoovers money out of players' pockets, and went from there." Writing is the big leveller. At best, a AAA game can aspire to occasionally have as good writing as the standards most indie games usually set, but they usually come up short because organising writing by committee, as a big part of some giant top-down process with HR glowering over your shoulder, will cause even talented writers to produce shit.

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 than it has ever been and will continue to be so.
 
We need another ET the videogame landfill in Mexico
Most distribution is digital these days, so unlikely. But I approve of your sentiment.

Thinking back to the 80's, Atari's arrogance was what burned them in the end. The refusal to acknowledge their top programmers (which led to them jumping ship and forming Activision), the disastrous Pac-Man port, and then the clusterfuck that was E.T. -- the irony is that Warshaw was not a bad programmer, but he'd been given six weeks to work on E.T. Frankly, it's a testament to the man that he was able to pump out a game that quick.

I think we're seeing a similar arrogance in the AAA scene today. A marketing exec for Atari once bragged 'I can put dog shit in a box and sell a million copies.' Doesn't that seem familiar to the mentality of current-day AAA execs? 'Look, we can have DEI and cool graphics and it will sell a million copies!'.

Except, of course, it's not working any more.
 
The ultimate problem is that the AAA industry fell for the infinite growth meme.

"If we just pour in more money and hire more people, we'll make even more money!" which leads to retarded shit like Doom Eternal having 4 fucking writers for some reason, and that's a mild example. Now that they're realizing that they've fucked up and this isn't sustainable, rather than do the smart thing and downsize their ambitions, which may not be possible due to fun things like shareholders wanting their pound of flesh, they're ratcheting up prices, and hiding more content behind "special editions".

Something will give eventually and a lot of AAA devs will need to adapt, or die.
 
Pretty much. I don't even understand what video game professional is even supposed to mean? Is that supposed to be a veteran programmer, director, designer, or what?
It's all the middle managers, HR people, etc. who don't actually do anything related to gaming and only exist to absorb the profit these developers make like a parasitic sponge. Same with gaming "journalism", it's just some do-nothing cunt whining that the corporate culture that allowed him and all his hipster friends to elbow their way into the industry isn't embedded in indies the way it is in the (failing) AAA system so there's no way for people like him to parasitize the success of indie games like Balatro or REPO.

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.
A lot of that was because of what was happening in GamerGate where these SJW hispters were blatantly going out of their way to give glowing coverage to shitty walking sim games made by their friends and showering them with awards to create the false impression for the actual industry that this is the direction to go in. Essentially the ground floor of their hostile takeover of the industry, giving favors to friends, only hiring people who think like them, coordinating with journoscum to do hit pieces on anyone who didn't fall in line, etc.
 
The ultimate problem is that the AAA industry fell for the infinite growth meme.

"If we just pour in more money and hire more people, we'll make even more money!" which leads to retarded shit like Doom Eternal having 4 fucking writers for some reason, and that's a mild example. Now that they're realizing that they've fucked up and this isn't sustainable, rather than do the smart thing and downsize their ambitions, which may not be possible due to fun things like shareholders wanting their pound of flesh, they're ratcheting up prices, and hiding more content behind "special editions".

Something will give eventually and a lot of AAA devs will need to adapt, or die.
I can't wait for everyone to explain to their shareholders and investors why raising the price of games failed to generate the expected returns.
 
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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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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I'm not above admitting I could see Sex With Hitler getting a sequel, but a full-blown series and a companion sidequel game where he's a furry is making me do the "wide-eyed, light a cig while staring at my phone" meme here.
 
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.

The thing in all of those instances, including video games, is that they were supplanted by something better.

Newspapers were replaced by the Internet and cable news (although that in turn is now dying), which was faster and catered to any and all niche interests. Brick and mortar stores were replaced with delivery services that were more convenient and cheaper. Or, in some instances, replaced physical media with digital media (ie, places like Blockbuster, Gamestop and music stores.)

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?

I don't know specifically about the original Super Mario, but having watched some documentaries on the makings of other games, the people who were tasked with composing the music were incredibly, incredibly talented people. Soya Oko, for example, majored in music composition and I feel it shows with the games she composed music for (SNES Sim City, SNES Mario Kart, Pilotwings, etc.)

The problem is we're seeing studios cut corners as staff numbers balloon in addition to the scope of projects also rapidly expanding. It is hard to have the sort of oversight and vision needed for consistent creative elements when dealing with a game the scope of, say, Red Dead Redemption 2 or the GTAs vs. Mario Bros on the NES.

So you might have one Soya Oko-type on your payroll with a bunch of less experienced, less educated, etc. people having shit delegated to them. Multiply that across all the different aspects of designing and creating a game (art, animation, storyboarding, narrative writing, etc.) and you have the death by a thousand cuts scenario going on.

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"

It honestly depends on the game. Something like the Witcher, most/all MMOs, shitty 'cinematic' games like the Last of Us or those David Cage games require a lot of writers.

It's not just dialogue, but storyboards (basically rough guidelines on camera direction, pacing, scene, etc. that is usually a collaborative effort between different departments), flavor text on items you pick up, any tooltips/information, NPC dialogue, dialogue trees, quest text, etc.

It's why I said in another post that not every game needs to aspire to this shit. Super Mario Bros, non-plot heavy games are just as fun and interesting as whatever pretentious crap the 'Games are art' crowd are desperately clinging to for validation.
 
I still laugh when this shit ass industry keeps chasing that Games as a Service model.

So painfully stupid. Like, hmmm, these people keep throwing money down a fire pit and it gets burned. But surely, if I do the same, it will not happen. Surely if I turn the sequel to a beloved franchise into predatory Games as a Service piece of shit, I will make profit line go up.

Also, to stick to the article, places like PAX are probably painfully expensive regarding prices for booths and what-not. It's easier to just do a cheaper digital showcase, which has more return on investment for big developers, so...just saying.
 
At best, a AAA game can aspire to occasionally have as good writing as the standards most indie games usually set, but they usually come up short because organising writing by committee, as a big part of some giant top-down process with HR glowering over your shoulder, will cause even talented writers to produce shit.

The dev team put together for Silent Hill had all been part of projects that had failed. I guess part of the point is to shame them, but in any case it was their last chance to produce a successful project. Because the suits had already lost faith in them, they pretty much left them alone. When the game was a success, of course Konami had to start meddling with it.

Silent Hill 2 was even more successful than the first, but at the time it was released there were people who were upset that it wasn’t a true sequel that picked up from the end of the first. Silent Hill 3 and 4 rectify this, but were not as financially successful. Instead of backing off like they had during the making of the first, they disbanded the team and farmed the IP out to other developers, who basically just keep remaking Silent Hill 2.

I have played the Silent Hill 2 remake and it was better than I anticipated. Some of the stuff Bloober has been doing with the IP seems like an obvious cash grab. It doesn’t seem to have been DEId to death, yet, but the suits have been a poison to one of my favorites.

Which is worse: seeing a game you love get DEId but the series continuing, or only seeing the game you love referenced on pachinko machines?
 
No no no, "deprofessionalization" is what started ~two decades ago around the dawn of "big gaming". (business and market takeover) Replaced with an endless stream of hacks, cheap noobs and hired guns, then diversity hires and ideologues. What is happening now is the replacing of useless idiots with people who actually care once again. If we could just get that crash, and wash big business away, people who could lead into a new rebirth of gaming and dev companies for gamers.. not big business and parasitic market forces. Or at least clear the way for it.

That is if you want to call the true old guard "professional"... which may be a mistake in itself.. The kind of mentality that ruined gaming press and devs/pubs to begin with. They were gamers and fans. Just like the original gaming press!

The way they talk about it it is humorous though. Like they are some irreplaceable force of good that society can't survive without. I also sense a little bit of loss of narrative control fear as well. I mean especially with the loss of the modern gaming press. How will they ensure people only play the correct games with the correct narratives/content/messages if game creation is open to everyone once again and there is no press to tell them what to buy.
 
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