It sucks when it happens, but it's far from unheard of. This sort of shit just runs in cycles in the industry. Workforce swell and cull is practically tidal at this point. Part of it ... well, a lot of it, has to do with the costs associated with AAA titles these days. They're big, and they take a lot of people working quite hard in order to get the game out within the market window available to that game. Once that's done, keeping so many people on payroll while your game's peak profitability slowly dwindles starts to bite into the profit margins that game produced. You either need to get them going on another project immediately, hit the ground running, or you need to cut people loose.
Sad but true.
On the bright side, the chances of them being picked up by another game producer is pretty strong. Interestingly one of the safest places to work in games isn't for a big-name studio, it's for one of the smaller companies that get contracted by the big houses to do support work for their large projects.
Sad but true.
On the bright side, the chances of them being picked up by another game producer is pretty strong. Interestingly one of the safest places to work in games isn't for a big-name studio, it's for one of the smaller companies that get contracted by the big houses to do support work for their large projects.