![[The _deprofessionalization of video games_ was on full display at PAX East.pdf]]
The article argues that the **deprofessionalization** of video games—driven by small-team success, live-service longevity, and big-studio struggles—was clearly visible at PAX East 2025 and poses serious risks to specialized game development careers.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## I. Introduction and Core Thesis
- Define “deprofessionalization” as the trend where overperforming older titles, successful solo/small-team games, and underperforming large studios collectively push traditional career professionals out of the industry.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Introduce Ryan K. Rigney’s framing: these forces will drive career professionals away from the “professionalized” side of game development into indie, irregular, or non-game work.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Set the PAX East 2025 show floor as the concrete case study that makes this abstract trend visible and worrisome.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## II. PAX East 2025 as Warning Sign
- Describe the post-COVID shift: big companies retreating from expo floors toward online promotion or limited community events, reducing direct dev–player contact.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Note that a few larger players (Behaviour, Funcom, Devolver) still had booths, but the majority of floor space was dominated by small studios and small publishers showcasing small-team games.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Highlight the emotional reaction: a mix of inspiration at the quality of games and frustration at the scarcity of companies functioning as “proper businesses” with larger, staffed teams.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## III. Rigney’s Theory and the New “Winners”
- Summarize Rigney’s extended comments: marketing roles are “first on the chopping block,” followed by any roles management perceives as replaceable.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Present his predicted “winners”: creative renegades whose work would never have been greenlit at big publishers, some forming studios or side projects, with the possibility of one person making a $100 million game.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Connect this theory to what was visible at PAX: Mycopunk, Cat Secretary, and Playism’s catalog illustrate a preference for teams of roughly 1–3 devs, occasionally 5–6 at most.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## IV. PAX Floor Evidence: Solo and Micro Teams
- Use We Harvest Shadows as a marquee example: a “horror farming simulator” by solo dev David Wehle, with only a contract coder added for dense systems work.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Emphasize the pattern across booths: solo devs, two-person teams, and publishers searching for low-budget indie hits define the show’s character.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Clarify the author’s stance: small teams are not to blame; acceleration in dev tools made this possible, but the current setup benefits very few people overall.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## V. The “Gun for Hire” Elite and Structural Inequity
- Introduce Aaron Rutledge as Rigney’s archetypal post-deprofessionalization dev: a veteran AAA designer turned consultant at Area Denial, acting as a roaming “gun for hire.”[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Explain why this model is troubling as a systemic foundation: it celebrates a small elite, narrows which roles are seen as “essential” (design/programming), and sidelines others.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Sketch the two poles who benefit: small devs stable enough to take big swings and veteran designers/programmers who can parachute in as high-value mercenaries, leaving mid-career and non-core specialists behind.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## VI. Who Gets Left Behind: Vulnerable Specialties
- Identify three especially at-risk professions in a small-team-dominated landscape: artists, writers, and audio/music professionals.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Note the shared vulnerability: on tiny teams these roles are often handled jointly or in a piecemeal way, turning them into interchangeable “asset creators” instead of integrated collaborators.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## A. Artists and Assetization
- Explain how in-house artist roles have been hollowed out by outsourcing to low-wage regions and the rise of AI-generated assets, which are embraced despite quality concerns.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Argue that in the “gun for hire” mindset, artists are valued only as producers of consumable goods, while art directors survive mainly by specifying and judging work.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## B. Writers and Narrative Teams
- Present survey evidence: in GDC’s 2025 State of the Industry, 19 percent of laid-off developers working in the last year were in game narrative, the highest share of any demographic.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Describe dual pressures: hit games that deemphasize narrative, and story-heavy titles authored mainly by a creative director plus one or two collaborators, both shrinking job counts for dedicated writers.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Revisit longstanding frustrations: writers brought in late, viewed as obstructive, and rebranded as “narrative designers” to justify their presence through implementation work rather than pure writing.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## C. Audio and Music on the Periphery
- Show how sound and music are easily compartmentalized into libraries and licensed packs, with implementation relegated to designers, which encourages studios to cut dedicated audio roles.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Acknowledge that some audio professionals prefer freelancing across teams, but warn that being treated as easily swappable keeps them on the “rim” of the development process.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## VII. The Indie Market’s Promise and Limits
- Outline Rigney’s optimism: games are unique among creative industries because indie titles are commercially viable and players do pay for small-studio work in meaningful numbers.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Temper that optimism: most indie games still fail, and unsuccessful projects still generate revenue for “shovel merchants” such as tech vendors, processors, platforms, and investors who profit regardless.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Use Schedule I as shorthand for the dream outcome: many devs chase this kind of breakout hit while the ecosystem around them extracts value from their attempts.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## VIII. Potential Paths to a Healthier Structure
- Present Rigney’s proposed pressure point: large companies’ chronic mismanagement of creative talent, which can keep teams from shipping for years, is a solvable problem that might rebalance the trend.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Note his caveat that existing funding tools, including venture capital, are poorly suited to backing individual games but can work for teams seeking growth through new tech or distribution angles.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Emphasize that the current mix of solutions is inadequate to address all the problems deprofessionalization introduces.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## IX. Closing Argument: Who Should Benefit?
- Restate the central concern: the emerging system rewards social media-savvy indies, AAA veterans with deep résumés, and multi-skilled generalists, while pushing many specialists into gig work limbo.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Argue that a decentralized creative community should spread benefits more broadly instead of treating most roles as expendable support for a small elite of “true talent.”[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- End on the author’s normative claim: a sustainable game industry should not require being a wunderkind, a storied veteran, or a jack-of-all-trades just to have a viable career.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
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%% What arguments might there be against the author's thesis of "a sustainable game industry should not require being a wunderkind, a storied veteran, or a jack-of-a-trade, just to have a viable career"? Who makes this counter argument? %%
The most plausible counterarguments claim that a higher bar for versatility and excellence is not only acceptable but _desirable_ in a mature, hit-driven, global entertainment market, and that expecting broad, stable “middle class” careers in every specialization is economically unrealistic.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## Possible Counterarguments
- **Market realism**:
- In a global, digital market with relatively low distribution costs but intense competition, only a small fraction of games can sustain full-time specialist careers, so high selectivity for “wunderkinds” and veteran generalists is an efficient outcome, not a failure.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- From this view, a broad base of part‑time, freelance, or gig contributors plus a narrow band of stable full-timers is simply how creative industries tend to equilibrate, and games are aligning with film, music, and publishing rather than diverging from them.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- **Innovation through small, elite cores**:
- Concentrating responsibility in unusually capable generalists can reduce coordination overhead, speed iteration, and produce sharper, more distinct creative visions than large, specialist-heavy teams.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- Advocates might argue that distributing “viable careers” across many mid-level specialists can ossify pipelines and disincentivize risk, whereas smaller elite teams plus flexible contractors keep the medium experimentally vibrant.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- **Voluntary flexibility and preference**:
- Many writers, audio creators, and artists prefer to operate as cross-project freelancers or studio-independent creators, valuing autonomy and variety over the constraints of in-house roles.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- A counter-position is that “requiring” a certain level of multi-skill or entrepreneurial hustle is not inherently unjust; it reflects the choice to participate in a high-risk, high-variance field where security is traded for creative freedom.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- **Tooling and AI as empowerment, not devaluation**:
- Deprofessionalization skeptics could argue that more powerful tools and AI reduce the need for large staffs because they allow a few people to do work that formerly required many, so insisting on old staffing norms is technologically regressive.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- In that frame, “assetization” of art, audio, and narrative is a way to scale creative inputs and let specialists reach more teams, not a sign those disciplines are being illegitimately squeezed out.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
## Who Might Advance These Views?
- **Venture and platform voices (e.g., Ryan K. Rigney’s optimistic side)**:
- Rigney explicitly emphasizes that indie games have a uniquely viable commercial market and that deprofessionalization “will create opportunity for the most creative and most determined people,” which implies acceptance of a higher bar for viability.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- People in similar roles—investors, platform strategists, and growth-focused executives—often argue that concentrating opportunity in exceptionally productive individuals or tiny teams is an efficient capital allocation, even if it narrows who can sustain full-time careers.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- **Successful solo/micro-team creators and “gun for hire” veterans**:
- Solo devs and tiny teams who have shipped hits, as well as veteran consultants like Aaron Rutledge, are living proof that being a wunderkind, storied veteran, or jack-of-all-trades _can_ yield strong careers, and some frame their outcomes as aspirational rather than pathological.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- While the article’s author sees this pattern as excluding many, those thriving within it often defend the model as meritocratic and argue that the onus is on individuals to upskill, self-market, and adapt rather than on the industry to guarantee broad, stable employment.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- **Large-studio leadership under cost pressure**:
- Executives at major publishers confronted with ballooning budgets and underperforming titles may argue that trimming specialist headcount and retaining only high-impact multidisciplinary staff is necessary for survival.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
- From this vantage point, expecting the industry to offer abundant, secure specialist roles is misaligned with shareholder expectations, hit-driven revenue patterns, and the volatility of player tastes.[[gamedeveloper](https://www.gamedeveloper.com/business/-deprofessionalization-is-bad-for-video-games)]
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