Hey folks! Alongside many of my coworkers, my time at Relic Entertainment also came to an end this week.
This is a difficult experience for workers of an industry that hooks us by the heart, so my heart goes back out to all my fellow workers who've been let go. All of them are talented folks, and they deserve nothing but success in whatever opportunities they pursue next.
I'm more than happy to have been with Relic during these years. Of the several games I worked on, Age of Empires IV was a bucket list project. The Age of Empires series left a deep mark on my childhood, from encyclopedias and campaigns that sparked a long-standing interest in world history, to many fun and dramatic LAN games with my dad and sister, to my first time working with a game editor. To then work on the fourth instalment of the series, and to do so alongside a solid team full of smart and thoughtful developers, was truly a privilege, a homecoming, a circle completed.
And now, it's time for me to try to build something new.
It's no secret that the pattern of layoffs is bigger than Relic. For many workers of the video games industry, recent years have been frightening, frustrating, exhausting, and bewildering. Our collective losses can't be understated: the stress and exhaustion and financial bruises, the talented people who will leave our industry for good, the talented youth who will look upon our industry and turn elsewhere for a future. We are losing careers and friends that could have been, ideas we could have treasured, and silly as it may sound, games we all could have played.
Here's hoping that once the dust settles, this period of hardship triggers serious introspection and change in those studios that survive. And perhaps more importantly, I dearly hope new studios are born to reckon with what has happened. Studios built from the ground up by workers, studios willing to work to find more sustainable ways of building games that we and players all love, whether that means learning from the studios that are already trying other models, or developing entirely new approaches.
After all, if there's one thing we quickly become familiar with in game development, it's the profound value of iteration.
Wishing all the best to my fellow workers, whether your path through these woods is steady and even, weaves unpredictably through the trees, or breaks out into brand new fields.
I need an expert in economy and systems design for a high level position on an unannounced game at Blizzard. Let me know if you have someone for that! https://careers.blizzard.com/global/en/job/R023970/Design-Director-Systems-Economy-Unannounced-Game