You know the pattern. Studio announces a big game launch. The team crunches for months. Game ships. And then half the senior devs quietly update their LinkedIn profiles.
It happens so often that people just accept it as normal. “That’s game dev,” they say. But it’s not some industry curse. It’s a management problem that starts way before the crunch ever begins.
The post-launch exodus is predictable
Here’s what usually happens. A studio hires a bunch of people during production. They’re thrown into the chaos with minimal onboarding because everyone’s too busy hitting milestones. These new hires never really integrate with the team. They just survive until launch.
Once the game ships, they look around and realize they don’t know half their coworkers. They never learned how decisions get made. They’ve been grinding for months with people who feel like strangers. So when a recruiter messages them about a “fresh start” at another studio, they’re already halfway out the door.
Crunch isn’t the only problem
Yeah, crunch culture is brutal, and studios need to fix it. But even studios that manage crunch reasonably well still lose people. Why?
Because they treat onboarding as optional. New hire shows up, gets a desk, maybe a quick intro to the codebase, and then it’s straight to tickets. There’s no structure. No mentorship. No “here’s how we actually work here.”
When you skip all that, you end up with employees who technically work for you but never feel like part of the team. They’re mercenaries, not colleagues. And mercenaries leave when the job gets hard.
The mid-project hiring trap
Game studios have a weird hiring pattern. They staff up before major milestones and sometimes double the team in a few months. That’s a lot of new faces who all need context, relationships, and support.
Most studios can’t handle that. Their onboarding process (if they have one) was built for hiring two people a year, not twenty. So they just skip it and hope everyone figures things out. Spoiler: they don’t.
What actually helps
Studios that keep talent do a few things differently.
They treat onboarding as real work, not a distraction from real work. Someone owns the process. New hires have clear milestones for their first 30, 60, and 90 days. There’s actual follow-up, not just a welcome email and silence.
Some use tools like FirstHR to automate the boring parts: paperwork, training, and task assignments. That way leads can focus on actually integrating people into the team.
It’s not about ping pong tables
Retention isn’t about perks. It’s about whether people feel like they belong and understand their role.
Studios that figure this out don’t just keep their talent. They build teams that actually want to ship the next game together. The ones that don’t? They’ll keep watching their best people walk out the door after every launch.






