We all know the game industry, and especially hiring, needs to be better. But how? What do you think we need to change to fix this thing? 🤔 #indierevolution Drop them in the chat for us, and perhaps comment on somebody else's you have further thoughts on. #gamingindustry #gamedev #indiedev #GameDevelopment #EquityInGaming #DiversityInGaming #InclusiveGaming #GamingCommunity #GameDevEquality #BetterGaming #GamingForAll #GamingChange #InnovateGaming #FairGaming #GamingFuture #GameDevRevolution #LevelUpGaming
Hire fast, fire fast. Also a solution, are there Apprenticeships in the US? Either that or shorten the hiring process by putting a mandatory cap on how long it takes to hire someone. Make it a month long for example, give one project based challenge and one “vibe check” interview and carry on. Problem is your putting your game/product at risk, overwhelming whatever current staff on hand because y’all can’t make a decision. Hiring is a gamble, it’s actually more expensive to hire slower because if you hire “wrong” you’ve wasted more time that you could have spent to find someone new or train someone if their in a junior role. If this is a project based business there should be project based opportunities, which in turn should make jobs be more project based in recruiting. It’s cool to work with people you know but sometimes you got to open it up for people who are brand new to this industry. K, rambling done.
Somewhere for the newbies to go to get experience. It seems there's a bottlenecking effect in terms of how many people want to enter the industry (pivoters, students, returners) and the space that is allocated for those roles. This is good news in part -- it means the future of games will have the workers. Bad news is if all those people get burned early on the industry might begin to cave in like a sheet of tin foil stretched too thin. In an effort to prepare for the future I'd love to see a games industry equivalent to Seattle Grace from Grey's Anatomy. Yes it's a TV show, but hear me out. That teaching hospital was competitive and a space where the staff was trained to operate with newbies at the helm. What if there was a parent studio (a big ole girl with various smaller studios inside) that was geared towards education? Still keep the competitive spirit alive. But the goal was to hire so much junior talent, teach and train them, and cultivate the future of the games industry with active experience. There will be hiccups sure, but if you go into it expecting it to be wild, you can plan for that. It'd work with all disciplines really. It could be a big PR swing for the senior talent and executives too.
My TLDR, the longer you take on hiring, the more of a guarantee it needs to be with a particular candidate.
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5moPersonally I want to push for publishers releasing IP rights if they cancel the game/team and the team making money first, before having to pay back the publisher.