Chris Hecker and 23 other spore developers laid off.
Posted by ballightning on August 30, 2009
Chris Hecker has revealed that 24 members of the spore team have been laid off, including himself.
I would like to personally give tribute to Chris who not only creating the procedural animation, various prototypes many years ago and successfully developed assymetry, he also has helped the modding community with various problems on many occasions.
Chris and the other 23 members of the spore team will be missed, and here at sporedum, we wish them all the best in the future! Watch this space for news on Chris Hecker’s new indie game SpyParty.
I just got laid off from Maxis!
I can’t say that it was a shock, but it was still somewhat surprising. It’s funny, you occasionally hear about people who were laid off, and from the safety of your job you can’t help but think, “Even though it’s not supposed to be merit based, that’s gotta be in the mix; they wouldn’t actually let the good people go.” Then it happens to you, and you’re like, “Hey, wait a second…” 🙂
I had a truly great time working on Spore. I was lucky to get to contribute to some really amazing stuff over the past six years. In the past few months, I chose to work on smaller things that generated lots of goodwill but no revenue, which tends to be a problem when you’re expensive and the economy is down! Still, we got asymmetry into a patch, which has enabled some really incredibly insanecreatures and vehicles. Next I was going to do some research on improving searching and browsing assets in the incredible resource that is the Sporepedia. I think there are some amazing opportunities to mine the user created assets if the browsing and tagging facilities can be improved. Will and I used to debate the best way to classify the assets, and hopefully we’ll see some neat stuff going forward there.
I also got to work with some excellent game developers, many of whom have become my good friends. I hope the others who got laid off (there were 24 in all, I think) will land on their feet and do great work, and I hope the folks who are left will try to carry the Maxis torch and keep making games that are different and expand the boundaries of our art form.
As for me and my future, if you attended the always-interesting Experimental Gameplay Workshop this year at the Game Developers Conference, you may have seen the indie game I’ve been working on in my spare time. I believe the idea is quite strong, so I was thinking about quitting to work on it more seriously in January. Now I guess the choice has been made for me, so assuming I can get the financial numbers to add up, I will start cranking on it.