Categories: Gaming

Obsidian director Josh Sawyer says he is ‘By no means actually felt safe in a job’ in 26 years, and it is worse than ever now

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Josh Sawyer has been making video games professionally for 26 years. What began as a pastime, making and taking part in tabletop RPGs, has grown right into a storied profession. Sawyer had his first place in 1999 working at Black Isle Studios, and now serves as studio design director at Obsidian, the place he led improvement on video games like Fallout: New Vegas and Pillars of Eternity 1 and a couple of.

And but, Sawyer believes job safety for himself in addition to different devs is worse than ever earlier than regardless of his present place, in addition to delivery so many well-respected titles through the years,

“In 26 years, I’ve never really felt secure in a job. Even now. Less so now, actually”, he tells the audience during a keynote at GCAP, a sport improvement convention in Melbourne, Australia. “That’s actually pretty messed up” he provides, nearly as if he’s realising it upon saying it out loud.

The video games business is a vastly completely different area than it was 26 years in the past when Sawyer started. Back then, groups of builders for AAA video games have been normally between 15-40 individuals, with nearly everybody branching out throughout completely different expertise and, as a rule, present process fixed crunch to ship. Halo: Combat Evolved, for instance was a crew of 40, and GTA 3 was put collectively by a 23-person crew.

Now we see video games made by groups that vary from one particular person as much as probably hundreds, if trendy GTAs are to be believed. But in keeping with Sawyer, these bigger groups haven’t result in larger job safety, nor even essentially higher situations. Instead, we see extra contracts and short-term work for specialists, whereas crunch has been changed by mass burnout.

(Image credit: Bethesda)

As Sawyer says, “Games are bigger than ever (again), baby!” And this is a huge part of the problem. Development cycles have gone from an average of between 10 months to three years in the 2000s to 5-8 years now. While not every member of the dev team will be on board for the entire cycle, those that are often wind up feeling incredibly drained by the long process.

Wages for game developers also aren’t necessarily any better than before. With remote work becoming easier, some studios are outsourcing to the cheapest bidder. This has lead to devs looking for a living wage—or healthcare when it comes to living in countries like the USA—going hungry.

But remote work hasn’t been all bad. One area Sawyer has seen change for the better is diversity, which has been improved not only by changing times but by remote accommodations.

“I didn’t work with any women developers for my first five years”, he says, adding that while queer and trans folk were definitely present, finding those that had the safety and comfort to be open about it was a rarity. Even other nationalities were uncommon, which is in stark contrast to the wonderfully diverse landscape we see now.

Overall, this videogame vet painted a picture of a precarious industry, which is baffling when you consider the money it brings in. If someone like Sawyer feels less job security than he did when he first start decades ago, despite games only continuing to grow, it’s hard to imagine many developers feel particularly safe in their employment.


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