Disney lays off Epic Mickey devs?
Redundancies reported at Junction Point.
Disney Interactive is handing out P45s at Warren Spector's Junction Point studio, according to numerous industry sources.
A post on the Twitter feed of Bryan Cash, a programmer based just down the road from Spector's Austin outfit at Schell Games, earlier today read "Condolences to those folks laid off from Junction Point."
A Tweet from Mike Jungbluth, a developer at WB Games Seattle, added "I hope my homies at Junction Point are alright. Hearing about layoffs there makes me very sad indeed."
We've reached out to Disney Interactive for further information on what's going on down there and will update the story as soon as we hear back.
Junction Point was formed by Deus Ex creator Warren Spector in 2005 and acquired by Disney in 2007. Its first game for the House of Mouse was Wii exclusive Epic Mickey, which launched in November. Despite middling reviews and a disappointing UK chart debut, the game got off to a strong start in the US, shifting around 1.3 million copies in its first month on sale
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Comments (29) Latest comment 1 year ago
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On a side-note, I hate that 'reached out' phrase.
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1.3m copies in the US in the first month sounds successful enough to me. I mean, sure, it's not megabucks, but most publishers tend to look at the million mark, it seems.
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Leaving hundreds of hard working and extremely talented people to wonder what else they could have done to not get the sack by a company that makes billions every year, yet cuts and runs at the first sign of trouble. Cunts.
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This is not how to do things, Disney! Oh well, most likely someone will pick these guys up.
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I had honestly just posted this pic before I found out about these (latest) redundancies.
Eerily apt?
http://negativepixel.wordpress.com/
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Apparently, you forgot what website you were reading this article on. A P45 is the European equivalent of a pink slip in the US, as you somewhat eluded to.
They obviously didn't want to confuse their own reader base.
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After the utter botch-job they made with Propaganda Studios however (cancel a very promising game in a franchise that's never had a great game and should have one, and keep going with a dull film tie-in that always looking half-hearted with a franchise that's already had one great game - then just fire everyone) I don't believe Disney are that sensible.
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Also, since Spector pointed out repeatedly that the team for Epic Mickey was huge, these layoffs may have happened no matter what, as they likely don't have enough new projects to compensate for the now free staffers. And we don't know the actual number of layoffs yet, do we?
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If developers/publishers aren't willing or able to arrange their projects properly so that a small but dedicated workforce can move from one project to the next then the least they can do is be a little more open about it. Rather than lay off a load of people as soon as the game is released announce a couple of months beforehand that there'll be some redundancies after release, this gives staffers a fighting chance of getting new work once the project is complete and will therefore not have the same negative impact on staff morale as D-Day approaches.
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Since this is their first game there's a good chance that the studio does not have enough experience yet to function efficiently. If there are too many people on the team for it to work then people have to go. It's sad but understandable and in my opinion still better than firing the entire studio.
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This. This this this. 1.3 million is a large number, yeah, but once the retailers cut is taken out, and distribution costs, and marketing costs, the pie gets sliced incredibly thin. What's left probably won't cover the rent and salaries needed to sustain a long-term development. Once budgets get to those silly levels the definition of "success" changes radically.
The games industry just isn't designed to absorb these enormous budgets for games that take years to complete because there's no ancilliary market where a project can claw its way into the black over the years. There's just DLC, and if your game doesn't support that then it needs to make its budget back through unit sales. Given that most games are down to half price within three months, that's pretty much impossible for titles that cost millions to make.
On the flipside, Disney can release a movie like Tangled, which is (semi-secretly) one of the most expensive movies ever made. They've been working on a Rapunzel movie for about ten years, and all those development costs get tagged onto the bill for the finished movie. Of course, Tangled can cost over a quarter of a billion dollars and still stand a chance of making a profit because there'll be DVD and Blu-ray sales, it can be premiered on Disney's subscription-only TV channels, then packaged out again to terrestrial TV. It can be sold to airlines and hotels. Crucially, they can sell toys, t-shirts and other merchandise.
Games can't do any of that, or at least not in the same scale that a movie can manage. Publishers will take a hit in their stock price for these huge gambles and get a slap on the wrist from the City, but shit always rolls downhill so it's the developers at the bottom of the production chain who end up taking the real damage.
Meanwhile, talented (and lucky) indie devs made up of just a few people are making fortunes self-publishing online or on the App Store. The giant lumbering industry dinosaurs need to evolve into (angry) birds or end up as fossils.
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How do I know thats spoken by a fairly rotund WHITE guy with rectangular specs and a goatee?
seriously thou, sad that anyone has to get fired.
Best of luck finding new jobs.
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