• etchinghillside@reddthat.com
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    9 days ago

    Regardless of the content – this is just kind of what happens?

    You had people design and build things and then you launched and don’t specifically need all the employees. I assume the people might rotate to another project at a larger studio.

    • KombatWombat@lemmy.world
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      9 days ago

      What should happen is that some people shift to continued support, and some move to a new project. If a company really needs workers only for a short time, they should hire contractors who can then move to something else afterwards. Treating employees as disposable like this is not just super disrespectful, it’s also a poor use of resources strategically.

      • dogslayeggs@lemmy.world
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        9 days ago

        A) People complain when companies hire contractors to get around creating full-time employment with benefits.

        B) For project-based industries, this is how the gig economy works. Movie studios don’t employ very many full time people. They hire people for a project, and when the project is finished a lot of those people just go off and do whatever is next with whomever will pay. They tried having a full stable of people (actors would be locked to a studio for all their movies), but that didn’t work out well.

    • Bronzebeard@lemmy.zip
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      9 days ago

      It’s a really shitty way to run a business. If the game industry was set up more similar to movies, you could make this argument. But it’s not.

      Game devs desperately need to unionize. Across the board

    • currycourier@lemmy.world
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      9 days ago

      Sounds like the game wasn’t exactly finished. Plus its just one project they finished at a studio, they could certainly have used the employees to work on a different new project.