Back to News
Market Impact: 0.2

Monument Valley boss says it was ‘too romantic’ about giving staff ‘long-term job security’, thinks contractors are the future

Media & EntertainmentManagement & GovernanceCompany FundamentalsCorporate Guidance & OutlookPrivate Markets & Venture
Monument Valley boss says it was ‘too romantic’ about giving staff ‘long-term job security’, thinks contractors are the future

Ustwo Games says its development budgets have reached £7 million-£10 million per title over 3-4 year cycles, and the studio is planning to shift toward a leaner core team with more contractors. CEO María Sayans said the company now has just under 30 employees, down from a peak of around 40, and that it wants to lower costs and preserve cash by relying more on co-development. The comments signal margin pressure and a more flexible labor model across smaller games studios, but they are unlikely to have immediate market-wide impact.

Analysis

This is a signal that the cost structure in indie/AA game development is shifting from a fixed-cost creative model to a variable-cost production model. The second-order effect is not just lower payroll risk; it is also weaker bargaining power for talent and more margin durability for studios that can flex headcount across projects, which should improve survival rates in downturns but compress wages and retention at the low end of the market. The beneficiaries are co-development platforms, outsourcing houses, and large publishers that already treat labor as an elastic input. The bigger implication is that smaller studios are being pushed toward financial engineering rather than creative scaling: shorter commitments, lower burn, and more projectized staffing. That tends to favor firms with strong pipeline visibility and shared-service leverage, while punishing studios that rely on one hit title to justify multi-year salaried teams. Over the next 6-18 months, this should widen the gap between capitalized incumbents and founder-led boutiques that still underwrite art-first growth. The contrarian read is that more contractors can mask, not solve, the underlying demand problem. If the market for premium paid games remains uneven, variable staffing reduces blowups but can also reduce product quality, delay IP development, and erode institutional knowledge—making hit creation less repeatable, not more. In that sense, the industry may be trading long-term franchise value for near-term survivability, which is usually a rational move in a cash-constrained cycle but not a strong signal for sustained top-line acceleration.