They have definately lost some good and talented people during this year. I would imagine it's hard to keep everyone happy at a company that has very limited Lead positions and with the very limited budget you have to consider how many people you can promote to senior status.
Agreed. It's a challenge when people want more responsibility and promotions, but there's not enough projects/slots.
This isn't a problem confined to Obs., though - Naughty Dog has that challenge, for example, and so do a lot of studios - the leads and senior levels are entrenched.
Though I believe the lack of promotions is something that Obsidian has been critized on Glassdoor. Instead of promoting their own staff, they will hire seniors from outside of the company.
Yeah, and that can lead to a lot of resentment, even more so if those seniors don't work out - or the seniors remain, but don't do a good job. (If their paycheck is exposed, that can also be salt in the wounds to existing employees.)
But sometimes, the lack of promotion only had to be something simple (say junior to intermediate, or leading a sub-department, or intermediate to senior - finding roles for seniors isn't as tough as a lead or sub-lead).
It can be even worse if you give your resignation letter and
then they offer you a promotion - you shouldn't have to resign for someone to say, "what can I give you to stay?" They should offer it before then. (All the answers to the question I just asked were, "you can't give me anything, you should have offered before it got to this," and it was more telling that they'd been clear about wanting to switch positions or get more responsibility - but no action or acknowledgement was ever given - or worse, it was offered, then taken away.)
I can see benefits from a managerial point of view when you hire people outside of the company.
Completely agree - in fact, hiring devs who'd had experience at other companies I think helped Obs. avoid being completely Black Isle Ver.2 (in a good way) - when they were listened to, or when that had a chance to take the reins on something and show a new way of making a feature happen.
You get more talent and fresh ideas into the company, but at the same time you will disappoint people who've sweat their asses off for the company and some of them will leave when the opportunity of an promotion goes by. It's not like there's a lack of gaming jobs in California area, if you don't get Lead/Senior position at your current company, you can probably get it from someplace else.
This is partially true, but less true in the past year with the mass layoffs at various companies (Carbine, Trion, Telltale, etc.) - I haven't seen the full fallout of these layoffs, but I imagine what jobs were available had no lack of candidates.
But you're right in that SoCal is considered a "hub" of gaming (Orange County moreso than Los Angeles, from my perspective). It's good in that most people don't have the freedom to move, especially if they have family and their kids are in school, they've bought a house, they have a lease, etc.
How often is that "contract work" method used? I've seen some of Obsidian's artists working as freelancers and I believe Andrew Dearing (the sound guy from AP) has his own shop as well nowadays. How easily can you cancel such an outsourcing contract? Just wondering on the job security for people on such contracts.
From the companys pov that's a great way to do business. Not probably the most ethical way to do business, but gaming industry and ethics don't really walk hand in hand.
Contract employees aren't a bad thing at all. One advantage is you're effectively "pre-firing" them by only keeping them on for X months, which is normal - and the contractor's expectations are set that at that date, they'll need to find employment elsewhere.
I don't have metrics for how often it's used, but I don't object to the process unless (1) it's obfuscating something else, or (2) more seriously, if there's a chance a contract can be renewed, but an open question as to whether that will happen, especially if the employee really needs the job (we had at least one developer with a family who felt under-the-gun because he was hoping for a renewal... but as the time drew close, he wasn't getting answers on it - I don't know what happened to him).
In practice, if a contractor is hoping for a renewal (or graduation to full-time employment), you should try and let them know at least 6 weeks before the end if that's a reality or not, but don't leave them hanging (my preference is you'd try to give them 3 months notice since interviewing for a game dev job can take forever, but that amount of time I think is naive of me to suggest and definitely hard to do in every circumstance).
Most of the examples of this I saw, however, managers just sat on the question or ignored it (either because they forgot, were busy, or it wasn't high priority) - sometimes they would still be hanging within a week of the person having to leave, which is irresponsible.