Amir Satvat has been churning out one study after another on the game job market, and his latest one shows that those seeking game jobs are often forced to take jobs outside the industry.
That’s not particularly good news for those job seekers, but the silver lining is that at least many of them find jobs.
In his latest report, there is more data that isn’t quite as bleak as it seemed before. Satvat, who works at Tencent in business development by day, has been providing game job resources by night to those who need it. And from that, he has gained more than 100,000 followers on LinkedIn and turned up a lot of data on game job seekers since November 2022. He now has about 22 months of solid data from that community.
One survey of 1,200-plus game people showed that on average they have 10% chance of finding a games job within 12 months. That’s better than previous data that showed the odds were about 7% to 8%. Those earlier numbers were lower as they only included people who said they were done with their search and are not underemployed or in contract work.
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“I don’t release major findings until I’m confident they’re accurate, and with our community’s placements now surpassing 2,800, plus significant data on games job seekers (much of it retroactively collected), I now have a clearer picture of the games job search landscape,” Satvat said in a post.
Many things can affect a job search. In a panel at our GamesBeat Next 2024 event last week, Satvat noted that he didn’t find a job in the game industry until he was 38. Part of the reason was he would only take remote work in Connecticut, where he has family.
By month 22 of a job search, the odds of finding a games job reach 16%. And now, for the first time, Satvat said he has overall job search odds for game job seekers. This includes everyone in his community looking for a games role, not just those laid off.
The data show that many eventually broaden their search, particularly those who never worked in games to begin with. By month 12, the odds of finding any job are 54%. By comparison, the chances of game veterans finding a job in 12 months are one in four. And by month 22, the odds of finding any job for all game job seekers is 71%. This means that expanding your search beyond games significantly improves chances.
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A lost generation?
You can improve your chances of finding any job by five times if you look outside of games. Much of the data in the community skews toward younger job seekers and game-focused job seekers. Satvat believes about a third of the 33,000 people laid off in games since 2022 are still job hunting.
At our event last week, Satvat said he worries there is a “lost generation” on both sides of the career arc. At the beginning, many graduating college students aren’t finding jobs in games. And for those 50 and older, ageism means that their odds of finding jobs are at 1% to 2% after a year of searching — just as bad as it is for those with less than three years of experience. It’s worth noting the odds improve for those who use Satvat’s 17 different job resources.
Satvat acknowledged that there are a small (and really unknown) number of people who turn a Roblox user-generated content gig into a full-time job. It may very well be that this has become the ground floor for getting jobs in the game industry.
Satvat noted that about 11,000 people were laid off in games in the first half of 2024, and the second half of the year it slowed down. He expects no more than 4,000 job cuts in the second half of 2024. He sees a crossover, where hiring will exceed firing on a 60-month trailing basis for the first time in years, happening in December.
This is why job placements are well below general unemployment – a big piece is those affected by the 32,000 cuts. We know a third of this population is still looking for work.
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At months 16 and beyond, some job seekers may stop reporting due to discouragement and other factors.
“I’m cautious about overinterpreting the rate of increase here, but I believe the general pattern is accurate,” he said.
This data includes all job seekers aiming for roles in games, not only those with prior experience. Thus, not all of the gap between the blue and orange lines reflects an exodus. You can think of this gap as those who wish to work in games but can’t.
Why total job placement is only 71% over 22 months for gamers
In a follow-up post, Satvat said the biggest question he received since the post is why the 22-month total job odds for games jobseekers remain at only 71%.
“This is a complex issue, but I have some initial theories, based on both data and qualitative observations, which I plan to test thoroughly in the coming months,” he said.
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He said one factor is that the percentage of games professionals who end up underemployed (in lower-paying roles that don’t cover living expenses), in fractional or contract work, or in other non-full-time roles (which I don’t count as off our still-searching list) has become a much larger part of the picture than people might expect.
There are some other reasons he is considering and will test for. He noted games qualifications, in many instances, are less transferable to other jobs than people think.
He noted that having only 14% of jobs in games as remote and a high geographic concentration – around 75% of North American roles being in just five states or regions – creates significant reemployment challenges.
Many in the community (he repeatedly tests at roughly a 50/50% mix for the members) aren’t open to relocating, and that further complicates reemployment. He also noted that there is ageism and early-career bias, which freezes out both newcomers to the market and those ages over 40 to 50-plus at higher rates than many realize.
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“Some people are so passionate about games that, despite what they say, they’re reluctant to seriously pursue non-games roles,” he said.
In repeated surveys of his community and data collection, he said 45% of searchers have been out of work for a year or more. He also said he knows the number of games professionals laid off from 2022 through 2024 year to date, thanks to good reporting.
Based on the repeated community polls with thousands of responses, he knows that 30% to 40% of all laid-off games professionals were still looking for work as of two to three months ago.
And in a third post, Satvat asaid that, beyond just the odds of finding a job in games, he looked at the likelihood of securing any type of job for games job seekers.
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Instead of only offering a “point-in-time” statistic for finding a job within 12 months, he attempted, for the first time, to chart the monthly odds offinding a games job, a non-games job, or any job over a span of one to 22 months.
The surprising takeaway that has gotten the most attention was that, over a 22-month period, the odds of games jobseekers finding any job was just 71%. He created some scenarios in a hypothetical chart.
He noted the figures below aren’t actual data points but serve as hypothetical examples. These scenarios reflect the kind of data he is continuing to refine, with the goal of making it more precise.
Imagine, hypothetically, that 15,000 people secure games jobs in 22 months. In healthier times, 25% of job seekers find roles in games, before recent layoffs.
With 60,000 games jobseekers, 15,000 find games jobs, while the other 45,000 need to find work outside of games. In more stable times, Satvat assumed 95% of people achieve full employment by month 22 – this means 42,750 find non-games roles, leaving 2,250 unfulfilled. In this scenario, the games industry and adjacent fields are absorbing enough talent to minimize slack.
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Now consider a more stressed scenario: imagine an influx of 33,750 more jobseekers into the pool over three years – which is not hypothetical at all (some sources estimate 32,000, but Satvat believes it’s closer to 33,750).
If the same 15,000 games roles are available, the placement rate in games drops to 16%, leaving 78,750 games jobseekers. If we assume a hypothetical 71% of jobseekers find employment in 22 months, then 55,913 people secure non-games jobs, with 22,838 remaining without a role.
Over time, as job seekers become more flexible or shift markets, this “slack” could diminish, and one would see a return to the healthier scenario on top.
Again, these figures are illustrative, but they highlight why 71% is not surprising given the shock to the system. In normal times, the games placement rate over 22 months could be much higher.
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Historically, the games industry averaged 1,000 to 2,000 layoffs a year, not 10,000-plus, so until recent years, the first scenario was more typical.
“I believe, and hope, that things will return to that norm sooner rather than later,” he said.
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The Internet Archive is continuing the recovery process after a series of that took down its servers in early October. On Monday, the nonprofit digital library on X that its ‘Save Page Now’ service has been restored to the Wayback Machine.
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The Wayback Machine resumed operation on October 14; now users can upload new web pages to record their information and access them later. As the X post notes, the Wayback Machine will begin collecting web pages that have been archived since October 9 when the entire site was taken down.
The October DDoS attacks coincided with the Internet Archive’s move to disclose a data breach that saw more than 31 million records taken. Security researcher Troy Hunt, who runs the service for monitoring compromised accounts, that the two actions against the Internet Archive were “entirely coincidental” and likely taken by “multiple parties.”
For this week’s episode of Found we’re taking you backstage at TechCrunch Disrupt 2024. Becca Szkutak had the chance to talk with Dan Lorenc, the CEO and co-founder of cybersecurity startup Chainguard, following their conversation onstage with prominent investors, The Chainsmokers.
The pair discuss how the EDM duo’s venture fund MANTIS went from being viewed skeptically by traditional VCs to becoming a highly sought-after investment partner in the B2B space, how Lorenc scaled the company in a difficult time for cybersecurity, and what value celebrity investors can add to a startup.
In this conversation they also discuss:
Navigating tricky market timing after the SolarWinds attack in 2021
How luck can play a major role when it comes to fundraising
Pitching the value of this product to CISOs and CFOs
The unique value that MANTIS adds to the company as they scale and work to stand out from other security tech companies
The Mozilla Foundation laid off 30 percent of its workforce and completely eliminated its advocacy and global programs divisions, TechCrunch reports.
While Mozilla is best known for its Firefox web browser, the Mozilla Foundation — the parent of the Mozilla Corporation — describes itself as standing up “for the health of the internet.” With its advocacy and global programs divisions gone, its impact may be lessened going forward.
“The Mozilla Foundation is reorganizing teams to increase agility and impact as we accelerate our work to ensure a more open and equitable technical future for us all. That unfortunately means ending some of the work we have historically pursued and eliminating associated roles to bring more focus going forward,” Brandon Borrman, the Mozilla Foundation’s communications chief, said in an email to TechCrunch.
This is Mozilla’s second round of layoffs this year. In February, the Mozilla Corporation laid off around 60 workers said it would be making a “strategic correction” that would involve involve cutting back its work on a Mastodon instance. Mozilla shut down its virtual 3D platform and refocused its efforts on Firefox and AI. The Mozilla Foundation had around 120 employees before this more recent round of layoffs, according to TechCrunch.
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In an email sent to all employees on October 30th, Nabhia Syed, the foundation’s executive director, said that the advocacy and global programs divisions “are no longer part of our structure.”
“Navigating this topsy-turvy, distracting time requires laser focus — and sometimes saying goodbye to the excellent work that has gotten us this far because it won’t get us to the next peak,” wrote Syed, who previously worked as the chief executive of The Markup, an investigative news site. “Lofty goals demand hard choices.”
The Mozilla Foundation did not immediately respond to The Verge’s request for comment.
Criminals are adding hundreds of malicious packages to npm
The packages try to fetch a stage-two payload to infect the machines
The crooks went to lengths to hide where they host the malware
Software developers, especially those working with cryptocurrencies, are once again facing a supply chain attack via open source code repositories.
Cybersecurity researchers from Phylum have warned a threat actor has uploaded hundreds of malicious packages to the open source package repository npm. The packages are typosquatted versions of Puppeteer and Bignum.js. Developers who are in need of these packages for their products, might end up downloading the wrong version by mistake, since they all come with similar names.
If used, the package will connect to a hidden server, fetch the malicious second-stage payload, and infect the developers’ computers. “The binary shipped to the machine is a packed Vercel package,” the researchers explained.
Hiding the IP address
Furthermore, the attackers wanted to execute something else during package installation, but since the file wasn’t included in the package, the researchers couldn’t analyze it. “An apparent oversight by the malicious package author,” they say.
What makes this campaign stand out from other similar typosquatting supply chain campaigns is the lengths the crooks went to hide the servers they controlled.
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“Out of necessity, malware authors have had to endeavor to find more novel ways to hide intent and to obfuscate remote servers under their control,” the researchers said. “This is, once again, a persistent reminder that supply chain attacks are alive and well.”
The IP cannot be seen in the first-stage code. Instead, the code will first access an Ethereum smart contract, where the IP is stored. This ended up being a double-edged sword, since the blockchain is permanent and immutable, and thus allowed the researchers to observe all of the IP addresses the crooks ever used.
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Since the targets are developers working with cryptocurrency, the goal was most likely to steal their seed phrases, and gain access to their wallets.
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Software developers, particularly those working in the Web3 space, are often targets of such attacks. Therefore, double-checking the names of all downloaded packages is a must.
When you buy a Google Pixel 9 Pro or iPhone 16 Pro, you know how much you’re paying. Both phones have retail prices of $1,000. They’re expensive, but they’re in line with other flagship smartphones.
But is that the real price of the phones? That’s how much you pay, but how much do Google and Apple pay to make the handsets? Thanks to some new data, we finally have an answer.
Recent data indicates that the production costs for Google’s Pixel 9 Pro are lower than many expected. According to Nikkei, the Google Pixel 9 Pro costs Google approximately $406 to manufacture. This includes $80 for the device’s Tensor G4 chipset, $75 for the Samsung M14 display panel, and $61 for the camera components. Jukanlosreve on X (formerly Twitter) provided this breakdown.
The manufacturing cost of the Pixel 9 Pro is about 11% lower than that of the Pixel 8 Pro. However, the newer model features a smaller display and battery. The Pixel 9 Pro XL, not the Pixel 9 Pro, is more comparable to the Pixel 8 Pro. This year’s lineup includes three models — the standard Pixel 9, the Pixel 9 Pro, and the Pixel 9 Pro XL — marking the first time since the Pixel 4 XL was launched in 2019 that the Pixel series has featured three models.
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The same Nikkei report revealed that Apple’s cost to produce the iPhone 16 Pro is $568 per unit. This includes $110 for the M14 display, $91 for the camera components, and $135 for the A18 chipset. The total cost is slightly lower than that of the iPhone 15 Pro.
The Pixel 9 Pro and the iPhone 16 Pro feature a 6.3-inch OLED display with a dynamic refresh rate of 120Hz. The Pixel 9 Pro has a 50-megapixel primary camera, a 48MP ultrawide camera, and a 48MP telephoto lens. In contrast, the iPhone 16 Pro offers a 58MP primary camera, a 48MP ultrawide camera, and a 12MP telephoto lens.
The Pixel 9 Pro and the iPhone 16 Pro start at $1,000 in the U.S. According to the bill of materials, Google appears to profit more per unit than Apple.
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