The games industry is present process a reset. That was the message of Gamescom Dev’s opening keynote, delivered by Amir Satvat, who till a couple of days in the past was enterprise improvement supervisor at Tencent, however is now basic associate at 1Up Ventures.
Satvat is best-known for founding the ASGC, which gives assist and recommendation for job seekers, and in a wide-ranging speech, he dove into the knowledge behind the enormous numbers of games industry layoffs, the shift of jobs to completely different areas, the focus of income amongst only a few key corporations, the altering nature of employment and games, and the way the industry wants to adapt to face the present disaster.
He began with the dangerous information. Again in December, Satvat advised GamesIndustry.biz that he anticipated round 7,500 redundancies throughout the industry in 2026, down from the roughly 9,200 in 2025. Following the enormous waves of redundancies this 12 months, Satvat has now revised that prediction to 14,666, not far off from the 2024 peak of 15,631. As of August 11, there have already been round 10,140 introduced layoffs this 12 months – greater than for the entire of 2025.
Regardless of this, the complete variety of individuals employed in the games industry has barely modified over the previous few years.
Satvat cited “very convincing” analysis from the Recreation Industry Espresso Chat (GICC) group indicating that roughly 750,000 individuals are employed instantly or not directly in the games industry, a lot larger than usually reported figures. “The purpose this typically will get very undercounted in my view is individuals do not perceive the extent of employment in China,” defined Satvat.
The upshot is that “even with all these cuts which were happening,” stated Satvat, “the industry is definitely web optimistic when it comes to workers from 2022 till now.” It is solely a small development of lower than 1%, however it’s development nonetheless. (Pre-2022, nonetheless, the industry noticed explosive development, including round 150,000 web jobs over the 5 years from 2017.)
What’s occurred over the previous 5 years is a geographic transition. “Head rely shifting from mainly North America to mainly anyplace else,” Satvat stated, with the transfer motivated not simply by labour prices but additionally issues like “authorities incentives and expertise availability.”
Satvat stated that over two-thirds of the layoffs he has been monitoring have occurred in North America, pegging the complete losses at 25,000 roles amounting to 15% of the workforce. California was hit hardest; in a single interval of 12-18 months, over 50% of total layoffs had been in that state.
Different areas, in the meantime, have seen a web achieve of jobs. Asia Pacific (APAC) noticed the variety of obtainable jobs enhance by 10%, pushed by 12% development inside China. The variety of roles in Europe, in the meantime, has “mainly stayed flat,” Satvat stated.
Uneven income unfold
One factor that is complicated is why so many layoffs are occurring at a time when the games industry is experiencing continued development. The purpose, says Satvat, is that development is confined to a lowering variety of titles. “You’ve gotten 50, 60% of the income being distributed to simply the high 20 games.”
On cellular it is more and more troublesome to purchase customers, which means the sector is now centered on monetization of present gamers – whereas on PC, solely 79 titles account for 80% of play time. “So the high line numbers look good, however … the numbers are a lot more durable when you go beneath the floor.”
Satvat listed 21 pressures the games industry is dealing with, together with post-pandemic overhiring, altering participant habits, longer improvement cycles, and rising manufacturing prices. However the two he worries about the most are discoverability stress and AI uncertainty, as a result of “to the better of my data, no individual has some grasp plan of how to have an answer to both of these two issues, and never fixing these two issues may very well be a sinker that invalidates the whole lot else I am about to speak about.”
Nevertheless, he stated that above the whole lot else, the geographic transition we’re experiencing is “the greatest driver of change in the industry.”
Decline in entry-level jobs
Satvat additionally pointed to an enormous enhance in the variety of game-related applications at US faculties and graduates from these programs, at the similar time as the variety of entry-level jobs is declining. “Simply in the US for instance, there’s 400 faculties and universities that now provide credentials. And if you have a look at the development in games and interactive media design completions over 14 years, it is gone up 4x.”
But the possibilities of these new graduates with no prior games expertise discovering entry-level jobs are tiny. “There is a 4% likelihood of acquiring employment in games over a 12 month time frame,” stated Satvat. He added that total, throughout the world, there have been roughly 5 job seekers for each annual rent. However that ratio rises to 11:1 in North America.
“There’s additionally an attention-grabbing squeeze that is been happening when it comes to seniority,” stated Satvat. “The common credentials that jobs are asking for, for the similar job, have gone up by three years. And this additional creates a squeeze down on early profession candidates, as a result of now in the event that they’re taking a look at roles that historically can be no expertise, or one or two years, they usually can ask for and get candidates who’ve three to 4 years expertise, as a result of individuals are in search of work.”
As well as, there appear to be fewer roles obtainable for senior builders. “My knowledge means that when you get to the age of fifty or equal expertise, you return down to 4-5% once more. And so what’s occurring is we’ve got this type of odd candy spot, the place people who find themselves mainly between early expertise and up to, like, 15, 20 years [of experience] are very, very employable. However individuals who begin falling exterior these ends are having an excessive amount of bother.”
“You might be 20x plus extra seemingly to get a job nowadays if you have any connection to the hiring supervisor or the recruiter versus not”
When it comes to the sorts of jobs corporations are hiring for, Satvat stated there had been a rise in the relative share of roles centred on engineering and improvement; enterprise intelligence, knowledge, and analytics; manufacturing and undertaking administration; and advertising, model, and esports. These account for “about 70% of the open roles,” he stated, noting that for the first time in 4 years, recreation design has fallen out of “the huge 4”. Different jobs which have declined when it comes to their total share of open roles embody writing and narrative, QA, and recruiting.
Getting employed more and more relies on networking and private connections. “You might be 20x plus extra seemingly to get a job nowadays if you have any connection to the hiring supervisor or the recruiter versus not,” stated Satvat. He additionally inspired job hunters to search out work expertise. “If you can simply get one to two years of labor expertise, statistically, your odds over 12 months of getting one other games function if you’re unemployed jumps from 4% to 30%.”
Structural shifts
Satvat went on to define quite a few structural shifts that the online game industry is at present present process. To begin with, he stated that income development in the console sector is coming “an increasing number of from an engagement with present prospects” via issues like premium releases and higher-priced subscription tiers, moderately than a rise in the variety of gamers. And viewers development can be put below additional stress by elevated {hardware} costs.
He suggests the conventional mannequin of driving individuals in direction of consoles with unique releases and improved graphics will “soften”, and the focus will as an alternative be about making games extra accessible, “as a result of lots of people simply aren’t going to find a way to afford the {hardware}.”
The market in China, in the meantime, is rising at an astonishing charge: “The numbers are simply thoughts boggling.” 42% of world PC income development got here from China, whereas minigames on the Chinese language social media platform WeChat have greater than 500 million month-to-month lively customers. “And now as a result of an increasing number of individuals in China are going to school, every year we will comfortably count on 10 million plus people who find themselves going to have computer systems.”
On the one hand, he stated, the Chinese language market gives a market alternative for builders exterior China, as a result of the “style for games in China [is] not that completely different from the style [in] different locations.” However on the different hand, Chinese language builders will present extra competitors globally, “as a result of God, when you go over there and you see the quantity and the variety of studios… And I feel usually, we’ve got all underestimated how transformative and impactful that is going to be over the subsequent few years.”
Progress and contraction
When it comes to the place development alternatives lay, Satvat pointed in direction of massive user-generated content material (UGC) platforms like Roblox and UEFN, but additionally sounded a notice of warning that the “income alternatives on these platforms [are] concentrated in the palms of a really small variety of individuals.”
Competitors is getting ever more durable: the variety of new Steam releases reached round 12,000 in H1 2026, up 19% 12 months on 12 months. Nevertheless, Satvat emphasised not to put an excessive amount of retailer in these numbers, like the headline of round 20,000 games being launched on Steam in 2025. “If you truly choose that quantity aside, solely 3% of these games, about 600, have 100 or extra peak CCU,” he stated. In different phrases, the actual degree of competitors is decrease than it appears at first look.
In the meantime, the funding panorama appears to be like extra bleak. Satvat pointed to the collapse in international games start-up funding from $9.9 billion in 2021 to simply $2 billion in 2023, and an analogous drop in non-public fairness and enterprise capital funding from $12.1 billion to $2.7 billion. Partly, this decline may very well be about misalignment. “I feel most funding automobiles and games do not combine,” stated Satvat, noting that games hardly ever ship predictable outcomes or big returns.
“Once I was at Amazon,” he recalled, “There was a time limit the place I feel we had 4 or 5 MMOs dwell or in improvement at the similar time. As a result of at the finish of the day, one thing like that’s what appears to be like good on a reduced money stream projection… What does not look good [is] taking a wager on smaller games that do not have the huge numbers and do not have the huge ROI.”
Nevertheless, in all probability the most notable contraction is in everlasting AAA job roles. “Two, three years in the past after I went to DICE,” Satvat recalled, “individuals would inform me that they had been utilizing exterior improvement and contracting an increasing number of extensively, or smaller groups, however they’d inform me behind the again of the constructing as a result of they did not need to say it out loud in entrance of all people.”
Now, these conversations are out in the open (like our chat with Fuse Games CEO Matt Webster on the use of exdev on Star Wars: Galactic Racer), and Satvat sees it in the knowledge. When he started monitoring job roles in 2022, round half of the jobs had been in AAA; that has now shrunk to beneath one-third. In the meantime, jobs in exterior improvement and contracting have risen to make up roughly 10-15% of open roles.
“I do not suppose, sadly, we’re going again to regular. I feel we’re evolving to one thing else”
The remaining open roles are made up of indies, smaller gamers, instruments and companies – and Satvat stated the greatest alternatives lie in the center floor between solo indies and international giants, as the energy base in gaming shifts.
“I feel AAA will all the time have a job to play, significantly in conditions with robust groups, dominant IPs, and affordable price constructions that may get issues executed, like Nintendo and others. However I feel that the energy combine is shifting, and it is simple.”
“Folks typically say to me, Amir, when are we going to return to regular?” Satvat stated. “I do not suppose, sadly, we’re going again to regular. I feel we’re evolving to one thing else, and what that one thing else is hasn’t been determined but.”
What wants to change
Satvat says gamers have all the time loved social engagement, however issues have modified lots over the previous twenty years: trendy audiences have develop into used to short-form content material on social media. “And we’re like, did you like that? This is this 120 hour recreation. Take pleasure in it. Dig in and get snug. And it is just a bit little bit of a misfit.”
He additionally thinks companies need to begin partaking gamers at the very begin of improvement. “Let’s eliminate this concept, which is just a little bit antiquated, that you have to preserve this recreation behind the curtain,” he stated. “Neighborhood entry, engagement and suggestions is turning into rather more necessary than ever earlier than.”
He advocated for extra versatile pricing (“a lot extra of the motion nowadays is in $30 or much less, $10 or much less”) and improved job situations: “We need to freaking deal with recreation employees higher.” He significantly cited callous offboarding processes and lack of ongoing improvement, which he stated is driving proficient individuals out of video games. “I estimate 120,000 years of games expertise have already completely left the industry since I began monitoring issues in 2022. If we would like to cease that bleeding out, that is advice primary.”
He desires to see dramatic modifications to video games teaching programs, too, not solely giving candidates upfront info about their slim possibilities of touchdown a job in games, but additionally offering them with coaching that goes past the games industry. Greater than 60% of the those who ASGC helped this 12 months discovered work exterior of games.
Importantly, Satvat sees a shift to smaller groups with tighter budgets as a “huge a part of the answer” to the present disaster, the place games instantly goal a distinct segment moderately than merely aiming for the hottest genres. “That begins with a small staff actually pondering about the prospects, being more and more snug with exdev and contracting.”
When it comes to the place to “put the subsequent wager,” Satvat’s suggestions included the following:
- Massive, engaged ecosystems the place creation, participation, and social connection can construct sturdy participant relationships
- Shorter, centered AA and indie games for gamers with cash and fewer time
- APAC, Japanese Europe, and Latin America as aggressive areas the place expertise, price, and development are converging
- Instruments and repair companions that allow smaller groups construct aggressive games
- A concentrate on group via Discord, streams, and group chats, even for single-player games
“I do not suppose we’ve got a predestined final result of the place the industry goes,” Satvat concluded. “And I feel maybe greater than ever, it is a actually crucial second the place the decisions that all of us make are going to determine the place we go.”
He posited two less-desirable outcomes. “One is form of extraction, the place the whole lot that is mature market, that is IP, will get purchased by monetary gamers, will get hauled out, and is simply run for […] extractive income of what is left, and [there’s] an increasing number of possession focus.
“The different one, for lack of a greater time period, I name ‘small ball’, which is [where] the whole lot goes form of actually laborious to the fringe of UGC, and possibly due to AI and different components, everyone seems to be simply working a number of actually small entities and that does not have a whole lot of focus. It makes issues even worse than they’re for individuals wanting to discover a possibility to construct groups [and] to have continuity.”
The situation that he hopes for is an industry made up of disciplined, smaller companies that may deal with the points outlined in his speak. “And as they get larger, as a result of individuals are nonetheless going to need to play games, that market comes again.”
That situation includes redefining success, whereby moderately than needing hundreds of thousands of gross sales, corporations may be worthwhile at a lot decrease figures thanks to preserving a good concentrate on improvement prices. “And if we went again to having that disciplined, smaller, steadier, and more healthy ecosystem, I do not suppose that will be such a foul factor, and it might set us up for the place we would like the industry to go in the future.”
