The video‑game sector is currently in the midst of a profound reset, a theme that dominated the opening keynote at Gamescom Dev. The talk was delivered by Amir Satvat – a former business‑development manager at Tencent who has recently taken on the role of general partner at 1Up Ventures.

Satvat is also the founder of the ASGC, an organisation that offers career advice and support to those seeking jobs in games. In his extensive address he unpacked the data behind the wave of layoffs, the geographic shift of jobs, the concentration of revenue among a handful of titles, the evolving nature of employment in games, and the strategic adjustments the industry must make to survive the present crisis. Satvat opened with a sobering update on job losses. In December, speaking to GamesIndustry.biz, he had projected roughly 7,500 redundancies for 2026, down from about 9,200 in 2025.

After the massive layoff spate that unfolded this year, he revised that forecast to 14,666 – a figure that nearly matches the 2024 peak of 15,631. By August 11, more than 10,140 layoffs had already been announced for the current year, surpassing the total number of cuts recorded for the entire previous year. Despite the headline‑grabbing numbers, the overall headcount in the industry has remained surprisingly stable over the last few years.

Satvat cited compelling research from the Game Industry Coffee Chat (GICC) that estimates around 750,000 individuals are employed directly or indirectly in games worldwide – a far larger pool than the often‑cited figures. He explained that the under‑count stems largely from a lack of awareness about the scale of employment in China. The net effect, he noted, is that even with the ongoing reductions the sector has experienced a modest increase in employment since 2022 – less than one percent, but still growth.

This contrasts sharply with the pre‑2022 era, when the industry added roughly 150,000 jobs over a five‑year span from 2017 to 2022. A major driver of this shift has been geography. "Headcount is moving from North America to essentially everywhere else," Satvat said, citing lower labor costs, government incentives, and a richer talent pool as motivators.

Over two‑thirds of the layoffs he has tracked have occurred in North America, amounting to about 25,000 positions – roughly 15 % of the regional workforce. California bore the brunt, accounting for more than half of all cuts in a 12‑ to 18‑month window. Conversely, other regions have seen net job gains. In the Asia‑Pacific region, employment rose by 10 %, driven largely by a 12 % increase in China.

European job numbers have remained essentially flat. One puzzling paradox is the coexistence of widespread layoffs with overall industry growth.

Satvat attributes this to the fact that growth is now concentrated in a shrinking set of titles. "Fifty to sixty percent of revenue is generated by just the top twenty games," he observed.

On mobile, user acquisition is becoming increasingly expensive, pushing studios to focus on monetising existing players. On PC, a mere 79 titles account for 80 % of total playtime. Thus, while headline revenue looks healthy, the underlying health of the broader ecosystem is far more fragile.

Satvat enumerated 21 pressures facing the industry, ranging from post‑pandemic over‑hiring and shifting player habits to longer development cycles and rising production costs. The two he highlighted as most critical were discoverability pressure and the uncertainty surrounding artificial intelligence. He warned that without solutions to these challenges, the entire industry could be undermined. Geographic transition, however, remains the single biggest catalyst for change.

The speaker also pointed out a surge in university‑level game‑related programs in the United States – roughly 400 colleges now offer credentials in games and interactive media, and completions have quadrupled over the past 14 years. Yet the odds of a fresh graduate landing an entry‑level position are dismal: only about a 4 % chance of employment within a twelve‑month period, and globally there are roughly five job seekers for every opening. In North America the ratio is even steeper at 11 : 1.

Senior‑level hiring is also tightening. The average years of experience required for a given role have risen by three years, squeezing out early‑career candidates who previously could have secured positions with little or no experience. Meanwhile, opportunities for developers over the age of 50 have dwindled to a 4‑5 % share of openings, creating a "sweet spot" for professionals with roughly 10‑20 years of experience while marginalising those at either end of the spectrum. In terms of functional categories, the traditional "big four" – art & animation, engineering, production & project management, and game design – have historically comprised about 70 % of open roles.

Recently, game design has slipped out of that core group, supplanted by marketing. Roles in business intelligence, data, and analytics have risen in proportion, while writing, narrative, quality assurance, and recruiting have declined. Networking has become a decisive factor in securing employment.

Satvat estimated that candidates with any connection to a hiring manager or recruiter are more than twenty times more likely to land a job than those without. He also stressed the importance of gaining practical experience: obtaining one to two years of work under one’s belt can boost the probability of finding another role within a year from 4 % to 30 %. Satvat outlined several structural shifts reshaping the sector.

Console revenue growth is increasingly derived from deeper engagement with existing customers – through premium releases, higher‑priced subscription tiers, and similar tactics – rather than expanding the player base. Rising hardware costs will further limit audience growth, prompting a move away from the classic model of driving console sales via exclusive, graphically impressive titles.

Instead, the focus will shift toward making games more affordable and accessible. China’s market is expanding at a breathtaking pace. It contributed 42 % of global PC‑revenue growth, and WeChat mini‑games now boast over 500 million monthly active users. With more Chinese students entering higher education each year, the pipeline of new PC users is expected to exceed ten million annually.

While the Chinese audience’s taste in games mirrors that of other regions – presenting an opportunity for non‑Chinese developers – domestic studios are also poised to become formidable global competitors. Growth opportunities also exist in large user‑generated‑content platforms such as Roblox and Unreal Engine for Fortnite (UEFN). However, Satvat cautioned that revenue on these platforms is heavily concentrated among a tiny elite of creators. Competition is intensifying.

In the first half of 2026, roughly 12,000 new titles launched on Steam, a 19 % year‑over‑year increase. Yet only about 3 % of those releases (approximately 600 games) achieved a peak concurrent user count of 100 or more, indicating that the apparent flood of new games masks a more modest level of genuine competition. Funding conditions have deteriorated sharply.

Global game‑startup financing fell from $9.9 billion in 2021 to just $2 billion in 2023, while private‑equity and venture‑capital inflows dropped from $12.1 billion to $2.7 billion. Satvat suggested that the misalignment stems from the difficulty of applying traditional investment metrics to games, which rarely deliver predictable returns. The contraction is especially pronounced for permanent AAA positions.

A few years ago, roughly half of all tracked jobs were in AAA studios; today that share has slipped below one‑third, while external development and contract roles now represent 10‑15 % of openings. The remainder consists of indie studios, tool and service providers, and smaller developers.

Satvat believes the greatest opportunities lie in the middle ground between solo indie creators and massive publishers, as the power balance in the industry shifts. He argued that the industry will not revert to a pre‑crisis "normal" but will evolve into something new, though the exact shape of that future remains undefined. Player expectations have changed dramatically over the past two decades, with modern audiences accustomed to short‑form social media content.

Long, single‑player experiences now feel like a misfit for many consumers. To adapt, Satvat recommends engaging players early in development, abandoning the outdated notion of keeping a game "behind the curtain".

Community involvement, feedback loops, and transparent development processes are becoming essential. Pricing models should also become more flexible, with a growing share of revenue coming from games priced under $30, and even under $10.

Improving working conditions is another priority. Satvat highlighted callous off‑boarding practices and a lack of ongoing professional development as key factors driving talent out of the sector. He estimates that roughly 120,000 years of cumulative games experience have been lost since he began tracking data in 2022.

Retaining that expertise is critical to reversing the talent drain. Education programs need overhaul as well.

Candidates should be given a realistic picture of their employment prospects and be equipped with transferable skills that extend beyond the games industry. Over 60 % of people assisted by ASGC this year found work outside of games, underscoring the importance of broader skill development. A shift toward smaller, tightly‑budgeted teams targeting niche audiences could help alleviate the crisis. Such teams can focus intensely on their customers, become comfortable with external development partners, and operate more sustainably.

Satvat’s strategic recommendations for the next wave of investment include: - Investing in large, engaged ecosystems that foster creation, participation, and social connection, thereby building lasting player relationships. - Supporting shorter, focused AA and indie titles that appeal to players with limited time and discretionary spend. - Targeting growth regions such as APAC, Eastern Europe, and Latin America where talent, cost structures, and market expansion intersect.

- Backing tools and service providers that empower smaller studios to produce competitive games. - Prioritising community‑centric approaches via Discord, live streams, and group chats, even for traditionally single‑player experiences. Satvat warned of two undesirable futures.

The first is an "extraction" scenario where mature IPs are bought by financial entities and run solely for short‑term revenue, leading to increased ownership concentration. The second, dubbed "small ball," envisions a fragmented landscape dominated by countless tiny creators and AI‑generated content, which could make it even harder for teams to achieve stability and growth. His preferred outcome envisions a disciplined ecosystem of smaller, healthier firms that can address the challenges he outlined.

By keeping development costs tight and focusing on profitability at lower sales thresholds, these companies could create a more sustainable industry that still satisfies player demand. In such a world, success would be redefined away from blockbuster sales toward steady, manageable growth, positioning the games sector for a resilient future.