Why software employees leave and how to understand why
Engineers and product staff leave for many reasons beyond salary. How to run an exit conversation in a software company, read the pattern and act on it.
6 min readRead articleA game studio brings artists, programmers, designers and testers together to ship a product on a date. Here is how to manage creative people, crunch periods and the long gaps between releases.

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Share your requirementsA game development studio makes games for mobile, console, PC or the web. Teams include programmers, game designers, 2D and 3D artists, animators, sound designers, quality testers and producers. A game takes months or years to make and one release date drives the whole studio. Near that date, long hours, called crunch, often follow. Creative staff care deeply about their work and are sensitive to criticism, while programmers want clear technical choices. After release, some staff are needed for updates and live operations, and others have little to do until the next project starts. Studios of all sizes struggle to keep talent through uneven workloads and uncertain funding. See also HR for IT and software.
These are the places the people side of this kind of business tends to give way. The rest of this page works through them.
HR here has to work for each of these groups, not only the office. The set-up below is written with all of them in mind.
GullyHR runs talent acquisition for permanent roles in game development studios. For each role we agree the job description with you, find and screen candidates against it, and support the offer through to joining. Tell us the role and the number of people, and we start there.
We recruit permanent employees. We do not supply contract or temporary staff.
Every business interviews, but few have a written process that works the same way for every role and every interviewer. GullyHR designs yours, from the role brief to the offer, trains your managers to run it, and can run it for you on the roles you hand us.
We agree what the role must deliver, the must-have and nice-to-have skills, and how each will be scored.
Screening call, assessment, interview rounds and decision points, sized to the role and the number of people you hire.
Structured questions for each role family and a rating guide, so two interviewers judge the same answer the same way.
A short briefing for your managers on what to ask, what to avoid and how to give a clear yes or no.
Who approves, how the offer is made, and how candidates are kept informed from first call to joining.
Long hours and weekends near a deadline are accepted as part of the job and repeat each project.
One wants beauty, the other wants performance, and decisions are made by volume, not by process.
QA staff do repetitive work, are paid less and are seen as a first step into other roles, so good ones leave.
Criticism on art, story or design is taken personally, and review sessions become tense.
Once a game ships, part of the team is idle or at risk, creating fear and exits before the next project.
Staff want their names in the credits and in portfolios, and disputes arise when cuts happen.
Studios hire fast when money arrives and let go quickly when it does not, leaving trust damaged.
Outside artists and sound staff add flexibility but need clear terms and ownership of assets.
Start with the topics that matter most here: Employee Engagement and Experience; Health, Safety and Wellbeing; Performance Management. Then work through the rest. Each topic is written for information technology and software, not in general.
Communication, recognition and the conditions people actually work in.
Induction, records, incident reporting and follow-through.
Goals, reviews and ratings that hold up in a conversation.
How many people, in which roles, by when — and what they will cost.
Structure, reporting lines and who is allowed to decide what.
Requisition to joining, the same way every time.
A first day that is the same for the fifth joiner as the first.
Records, attendance, leave and the day-to-day HR that must simply work.
Salary structure, payroll inputs and a month that closes on time.
Training planned from need rather than from the calendar.
Named backups for the roles that cannot be vacant.
Two routes — one for complaints, one for conduct — kept separate.
Policies a manager can apply, and obligations with owners and dates.
Who leaves, when, why — and which of them mattered.
Resignation to relieving letter, in a defined order.
Records that survive people, and approvals that do not queue.
A short monthly pack management actually reads.
An HR function that runs the same way every month.
The pieces a game development studios business puts in place, in an order that makes each easier. Open any card for the detail.
Set limits on extra hours, record them through the attendance and shift process, and give time off afterwards.
Set limits on extra hours, record them through the attendance and shift process, and give time off afterwards.
Levels for programmers, artists, designers and testers, each with its own growth and pay band.
Levels for programmers, artists, designers and testers, each with its own growth and pay band.
Structured review sessions with clear criteria so criticism targets the work, not the person.
Structured review sessions with clear criteria so criticism targets the work, not the person. Use the performance management process for periodic reviews.
A visible path from tester to lead or designer, and pay that reflects their skill.
A visible path from tester to lead or designer, and pay that reflects their skill.
Decide ahead who moves to live operations or the next project, and tell people early.
Decide ahead who moves to live operations or the next project, and tell people early.
Written terms for credits and ownership of art, code and sound for staff and freelancers.
Written terms for credits and ownership of art, code and sound for staff and freelancers. Have the wording checked by a qualified professional.
Before changing anything, find out what is true today. These checks take an afternoon and tell you which of the topics above to start with.
Share your requirementsConfirm with a qualified professional. What applies to you depends on your business, your state and your arrangements, and it changes. This page describes practice. It does not state a legal position.
The services below fit this kind of business best. Each starts by recording where you stand, and every later report compares against that. We do not promise outcomes.
Records for extra hours, time off in return and fair cover near releases.
Structured reviews for creative work that separate feedback from personal judgement.
Clear terms on credits, assets and freelance work for staff and contributors.
Keeping creative staff motivated between releases and after crunch.
Start with a free conversation, or see the paid HR Diagnostic.
Understand the business, its workforce, current processes and HR challenges.
Find the missing, weak, inconsistent or person-dependent processes.
Create the structure, processes, policies, SOPs, dashboards and systems needed.
Help HR and department managers actually adopt the new system.
Digitise repetitive and approval-based workflows where it is worth doing.
Track hiring, attendance, employee cost, performance, training and attrition.
Strengthen the people-management system continuously, not once.
From the GullyHR blog: one on HR in information technology and software, and one on each of the topics this page points to.

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Plan scope realistically, set a limit on extra hours and make leaders accountable for cutting features instead of extending hours. Record overtime and give recovery time. Take advice on legal limits from a qualified professional.
Give a clear path to lead tester, designer or producer, pay fairly and involve them early in the design. Treat testing as a skill, not an entry chore.
Use structured sessions with clear goals, comment on the work not the person and balance critical points with what is working. Train leads in how to give feedback.
Decide in advance who moves to updates, who joins the next project and who may be at risk. Early and honest conversation is better than silence.
The agreement should say so in writing. Do not leave it to understanding. Take advice from a qualified professional on the wording.
We would ask about crunch patterns, tester careers, feedback practice and post-launch staffing. A sensible first project is crunch limits with craft ladders. Scope goes into writing before you decide.
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