• they still got paid and made stuff for their portfolio, while executives get to explain why there is a hundred million missing and entire studios worth of manhours in the void

    • Normally it works exactly backwards to this in larger studios/publishers.

      Game devs do backbreaking, insanity inducing levels of work, and all but 10% are laid off when the game launches, regardless of success or failure, and for this time they are making probably about area median wage, maybe 10 or 20% more.

      Its the middle managers and higher up executives who make multiples to orders of magnitude that amount of money, and almost all of them are rewarded by either failing upward or bailing out with golden parachutes, even though its often their decisions and directions, often going against lower level devs, which lead to the ultimate commercial failure.

      Perhaps this loss will be so serious that some higher ups will actually get axxed, but even then it hardly matters: They can easily retire on what they’ve earned so far, whereas the actual people writing code, making maps, making art assets, they’ll basically all be homeless if they don’t find another decent job in 3 to 6 months.

      • Devs be applying like “Hi! I’d like to join your development team! My professional qualifications are that I’ve spent eight years working on a failed game!”

        Of course, it won’t be the individual devs’ fault but I don’t have any difficulties imagining that some of them have a harder time finding new jobs than people who were let go after the launch of more popular games.