~/talk

There and Back Again: One Weird Game Dev Trip

Talkat GCAP 2025 · 2025-10-06..10-08· [game-development, career-development]
links:none on file
slides:none on file

26 years of game dev experience maps to concrete shifts: teams that were 15–40 people then become multi‑studio behemoths (Rockstar cites 6,000 devs on GTA), dev cycles lengthen from ~1 year to 5–8+ years, and funding moves from retail dependence to digital stores, Kickstarter and early access (Kickstarter raises $22M for games in 2024). Crowdfunding saved at least one studio (Pillars), small teams still ship distinctive hits (Pentiment by 13 people), layoffs total ~40,000 since 2022, and crunch gives way to chronic burnout.

AI-written summary · about

  1. 0:00Introduction
  2. 1:31Talk title struggle
  3. 2:56Early career at Black Isle
  4. 3:38Joining Obsidian
  5. 4:44Industry insecurity
  6. 6:28Game dev demographics 2000s
  7. 8:16Team dynamics today
  8. 9:39Remote work impact
  9. 11:47Salaries and contracting
  10. 12:49Unionization and labor
  11. 15:40Funding models past vs now
  12. 17:27Retailers' past power
  13. 18:54Crowdfunding alternatives
  14. 19:55Team sizes early 2000s
  15. 21:23AAA paradox today
  16. 23:32Crunch era cycles
  17. 24:58Burnout today
  18. 26:04Office vs remote trade-offs
  19. 27:49Indie game revolution
  20. 29:59Gaming scale and diversity
  21. 31:43Surviving modern industry
  22. 32:45Role flexibility
  23. 33:47Contracting viability
  24. 34:48Finding your audience
  25. 36:33Building fanbase
  26. 37:36Social media pitfalls
  27. 38:42Bad faith criticism
  28. 39:45Hybrid team cohesion
  29. 41:09Generational workplace values
  30. 42:35Accessibility in games
  31. 44:39Closing remarks
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