Layoffs at OtherSide


#10

Here’s a big one - Joe Fielder: https://www.linkedin.com/in/joefielder/


#11

Yeeks!



#12

Jonathan Fields, level designer: https://www.linkedin.com/in/jonathan-fields/

Level Designer

Company Name OtherSide Entertainment
Dates Employed Sep 2018 – Oct 2019
Employment Duration 1 yr 2 mos
Location Austin, Texas Area

During my time at OtherSide Entertainment, I worked on System Shock 3 as a Level Designer, handling level creation from initial designs, including paper mapping and grey boxing, to final iteration, including propping and pacing as well designing and implementing scripted sequences and dynamic events.

I also worked as a Tech Designer handling the designing, prototyping, and implementation of key systems for the game, utilizing both C# and visual scripting tools to prototype and implement systems.


#13

OtherSide Boston office admin: https://www.linkedin.com/in/skye-poole/


#14

Kyle Uberman, QA Manager at OtherSide Austin: https://www.linkedin.com/in/kyle-uberman-57182aa/


#15

Vicki Resendez, Senior Producer: https://www.linkedin.com/in/vresendez/


#16

Is this normal in the gaming industry?


#17

People coming and going aloing with funding coming and going? Yes. At least here you won’t hear about rhe common layoffs of hundreds.


#18

…maybe not 100s, but there were instances in the old days of company lay-offs en masse (actually, perhaps some of those did number in the 100s).

Hardly a surprise when you consider the relative success or failure of those games where the company only works on one or two properties/games at a time.


#19

Lead Programmer Mark Allender: https://www.linkedin.com/in/mallender/

Lead Programmer

Company Name OtherSide Entertainment
Dates Employed Dec 2017 – Nov 2019
Employment Duration 2 yrs
Location Austin, Texas Area


#20

OK, when the Lead Programmer leaves, even I have to hope OtherSide finds a publisher for System Shock 3 soon.


#21

if only Starbreeze had been financially sound… SS3 MUST see the light of day! Warren said there had been plenty of publisher interest…


#22

…followed by plenty of Due Diligence, one would hope…


#23

Francisco Cruz III, Senior Environment Artist: https://www.linkedin.com/in/franciscoc3/

Sr Env Artist

Company Name OtherSide Entertainment
Dates Employed May 2018 – Nov 2019
Employment Duration 1 yr 7 mos
Location Austin, Texas Area

System Shock 3

  • Environment modeling.
  • Creepy lighting (Enlighten).
  • Technical arts (Emissive blinks, scrolls, upvectors, and WPO in Shader graphs).
  • Performance.
  • Unity, HDRP.
  • Surviving Shodan.

#24

Elizabeth Legros, who spoke at GDC this year: https://www.linkedin.com/in/elizabeth-legros/

OtherSide Entertainment
Total Duration 2 yrs 6 mos

  • Senior Graphics Programmer
    Dates Employed Jun 2019 – Nov 2019
    Employment Duration 6 mos
    Location Austin, Texas Area
  • Programmer
    Dates Employed Jun 2017 – Jun 2019
    Employment Duration 2 yrs 1 mo
    Location Austin, Texas Area

#25

Robb Thomas, a Junction Point veteran: https://www.linkedin.com/in/robb-thomas-b94933/

Senior Software Engineer

Company Name OtherSide Entertainment (Full-time)
Dates Employed Jul 2017 – Nov 2019
Employment Duration 2 yrs 5 mos
Location Austin, Texas Area

AI lead on System Shock 3
Created Parallel Behavior Tree system for AI in Unity.
Adapted Behavior Tree system in UE4 to run multiple trees in parallel,
Responsible for four NPC archetypes with variations.
Implemented behaviors and animation code to make movement look realistic.


#26

:eyes:

Really curious whether these are hostile or non-hostile NPCs…

(Also, yikes.)


#27

ResetEra has taken notice: https://www.resetera.com/threads/possible-layoffs-at-otherside-austin-system-shock-3.159345/


#28

Extremely sad to see the Austin team affected by layoffs.

FWIW, I know people are concerned about the state of the studio. I’d be lying if I said I wasn’t worried as well. Someone from the Shock3 team has been speaking about their experience over here on the RPGCodex, if it hasn’t been linked already. In that thread, there are more concerns about OSE shutting down and what it means for Shock3 as well as ongoing projects.

I want to say, having been at OSE while layoffs were happening and having left just before this next round in Austin, I deeply admired every single developer I had the chance to work with. Having played the internal SS3 demo, I know the Austin team worked their asses off and made some stunning progress in the past couple of months. It hurts to see many of these developers out of a job on a project they worked so hard on. Some of the developers in Boston, like Jared, still haven’t found full-time work since June.

I understand this is the reality of game development, and doing this kind of work at an indie makes this so much harder. I watched firsthand a lot of the struggles that went into publishing UA. I wish all of our fellow former- and current-OSE employees the best of luck with their endeavors. I imagine the studio felt similarly a few years ago, when UA was floundering for funding. They pulled through, somehow. I hope OSE can pull off the same, while still maintaining the quality and lessons learned.

I genuinely wish and hope that the additional Boston project and SS3 continue to steer forward.


#29

Thank you, Sam. May everyone find edification in their next steps.