Monday, March 24th 2025

United Videogame Workers Union Launches Amid Industry-wide Layoffs and AI Threat

The United Videogame Workers Union (UVW) has officially been announced, operating in collaboration with the Communications Workers of America union to bring about change in the game development industry in the US and Canada. UVW union says it exists to protect workers against the recent wave of lay-offs happening despite the same companies doing the lay-offs raking in record profits. The UVW's message is summed up as "Enough is enough, it's time for employers to put people over profits," and its list of demands include plans for sustainable growth, an end to "boom and bust hiring cycles," paid time off after lay-offs and advanced notice of lay-offs, and protections against generative AI, which many believe has become an increasingly real threat to the livelihoods of creative professionals, especially in the video game industry.

The creation of the UVW union comes hot on the heels of a recently leaked Sony tech demo that showed off Aloy from Horizon: Zero Dawn and Forbidden West completely controlled by an AI. While Sony says the AI-powered tech demo was not meant for public consumption, and clarified in a statement to Ashley Burch, the voice actor behind the character, that it wasn't something that was being developed for commercial use, the clip still sparked controversy, with many gamers vehemently rejecting the idea of replacing voice actors with AI. The recent trend in video game lay-offs has also proven to be an ongoing problem plaguing the gaming industry. According to one independent tracker, 2024 saw at least 182 companies lay off a total of over 14,000 employees, with 2025 continuing the trend with over 600 employees losing their jobs in the first quarter alone. The protections sought by the UVW union would seemingly disincentivize companies from laying off staff unless entirely necessary, and the union also seeks to make it so that formerly laid-off staff are given preference when a new round of hiring takes place.
"We are going to create a game industry that works for us, one that nourishes its talent and invests in its future, rather than constantly seeking short-term profits. We are the ones that make the games, so we must be the ones that set the terms of how we work."
A full list of the UVW union's demands:
  • Sustainable growth instead of short term boom and bust hiring cycles.
  • Advanced notice before layoffs.
  • Paid time off following layoffs.
  • Improved severance pay.
  • Extended health insurance coverage for laid off workers.
  • Recall rights - those who are let go get priority when the company starts hiring again.
  • Worker control over decisions to use generative AI
Sources: United Videogame Workers union, GamingLayoffs
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38 Comments on United Videogame Workers Union Launches Amid Industry-wide Layoffs and AI Threat

#26
R-T-B
AGlezBEvery country has talent. Why would I pay 10 times more to get that talent in the US?
Because ita culturally relevant to your target market? This is like the third time I've stated this.

Look if you are just going to ignore my points then this isn't really an honest debate. Consider my interest gone. I've already long ago moved to a different industry anyways.
AGlezBNo, he doesn't. He has 90% and costs 10% which is what I actually need.
If your target audience will buy a 90% good game, sure.
AGlezBI know. I'm not saying it's good. I'm saying that's the way things are because: capitalism.
Capitalism is also why the industry is shrinking right now: we aren't disposable and that attitude falls flat in the end product.
Hecate91The lack of good AAA games isn't due to not enough skilled developers, unionizing isn't going to fix greedy publishers and game studios making games to appeal to a "wider audience" which hasn't worked for years yet these companies keep trying instead of restructuring to come up with better ideas.
Ah, yes, the "woke games" arguement. Was wondering when you guys would find it fit to bring that nonsensical shit out. I'm done. I have insight into whats actually wrong due to having worked it and you guys are just gonna blame it on minorities again. Too tired for this.
Posted on Reply
#27
AGlezB
R-T-BBecause ita culturally relevant to your target market? This is like the third time I've stated this.

Look if you are just going to ignore my points then this isn't really an honest debate. Consider my intetest gone. I've already long ago moved to a different industry anyways.


If your target audience will buy a 90% good game, sure.
I already answered. Look:

Cultural relevance doesn't come from your workers being from some place. If that were the case we couldn't do games depicting Ancient Egypt, Warring States Japan or any other not-here-not-now setting because as far as I know there isn't a single person alive who lived in those places at those times.

What you do is hire an expert and ask them what it would be like and that's not limited to ancient times either. Just pick a subject, google who's who on that subject and hire them. You'll get all the cultural relevance you need for whatever time/place you need and you workers can be from Mars for all that'll matter.
Posted on Reply
#28
R-T-B
AGlezBCultural relevance doesn't come from your workers being from some place.
Not but it sure as hell helps if you know your target market. And one group does a ton better than a foreign one.

Even a game about mars has a target market and it usually isn't mars.
Posted on Reply
#29
AGlezB
R-T-BNot but it sure as hell helps if you know your target market. And one group does a ton better.
If AC:S had been created by an all Japanese team it would certainly be more culturally and historically accurate. More culturally relevant? Not enough to matter one way or the other.
As for target market, 99% of devs/artists have no idea what that even means or aren't high enough to have a say in the matter. That's why we have directors and managers.

Don't get me wrong, I do understand the point you're trying to make, I just don't agree with most of it because it seems to me your argument comes from the perspective of the proverbial frog in the well.
Posted on Reply
#30
R-T-B
AGlezBThat's why we have directors and managers.
Yes, who hire people outside the culture market they are targeting for sales (the ubisoft titles target audience clearly was not Japan), and wondering why their shovelware doesn't sell. I've seen it too many times to count. A lot of times this gets mislabeled as "wokism" or something when its really quite something else.

That being said: I'm pretty emotional and opinionated on this subject, and you've actually been a decent debate partner despite my earlier accusations. So for the good of keeping this discussion civil, I am stepping out. Kudos though. Its been pleasant mostly, my experiences in this industry just make it hard to discuss.
Posted on Reply
#31
tpa-pr
I'm actually surprised that developers would be open to unionizing. It might just be the corner of IT I'm in but the majority opinion I consistently see about unions is "my co-workers aren't as competent as me and I don't want my rewards/salary tied to their performance instead of my own, no unions".

I don't honestly know enough about unions to have a solid opinion on them (I've never been in one, I've never really been exposed to one) but a lot of my colleagues seem much more interested in meritocracy than the proverbial "fair go" a union could potentially give them.

I suppose the other side of the coin is that video game developers have been incredibly poorly treated compared to other developers?
Posted on Reply
#32
AGlezB
tpa-prI suppose the other side of the coin is that video game developers have been incredibly poorly treated compared to other developers?
That is an excelent point. Games have a way longer development cicle than normal software so game studios need enough budget to operate for years without any sort of income and that is where publishers come in. Where normal software is generally sold directly to end users, games usually are sadled with a publishing agreement where the studio doesn't make a cent until the publisher has been paid in full. If the game sells well the studio makes money, hopefully enough to have some profit to put down for the next project. If not, they have to go back to the publisher and beg for money and every time that happens there is a chance the publisher will say no, killing the studio outright, or impose conditions to make the studio "leaner" which in some cases can also kill the studio. You have to think of publishers as venture capitals, never lending money without strings attached and in some cases those string can end up wrapped and tightened around the studio's neck.

TL;DR Game development is more closely related to film making than it is to normal software development. Think of it in terms of:
  • game = film
  • game studio = crew and actors
  • game publisher = film studio, i.e. Disney, Universal, Warner, etc.
At the end of production all the crew and actors are out of work and have to move on and even if there is a sequel planned there is no guarantee it will be made by the same crew and actors and even then the studio might not like the numbers and cancel the sequel. Creatively, games and films also face similar chalenges.
Posted on Reply
#33
A Computer Guy
AGlezBEvery country has talent. Why would I pay 10 times more to get that talent in the US?
The group working on the other side of the planet as a temporary employee probably being underpaid and overworked won't give jack shit about the product in the long term. They have no vested interest in making the best product / design decisions beyond the term of their contract so you may get a good enough product in the short term but end up needing it rewritten again before you know it, thus totally destroying whatever cost savings upper management thought they were going to achieve but they can still slap a good spin on it before exiting and moving on to be CEO's of other companies while your left holding the bag with some holes in the bottom.
Posted on Reply
#34
Solidstate89
Solidarity forever for the union makes us strong!
Posted on Reply
#35
stahlhart
Going to be hard to tell whether or not they're on strike.
Posted on Reply
#36
Why_Me
stahlhartGoing to be hard to tell whether or not they're on strike.
This ^^
Posted on Reply
#37
R-T-B
stahlhartGoing to be hard to tell whether or not they're on strike.
I must be missing the joke... what part of "not showing up for work" would be hard to notice?
Posted on Reply
#38
OkieDan
R-T-BCapitalism is also why the industry is shrinking right no
I agree, an over supply of shitty games drive down demand for more of the same.
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