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 007 Legends  studio Eurocom lays off majority of staff
007 Legends studio Eurocom lays off majority of staff
November 23, 2012 | By Mike Rose

November 23, 2012 | By Mike Rose
More: Console/PC, Business/Marketing

Derby, UK-based studio Eurocom, most recently the developer behind 007 Legends, has laid off "the majority" of its workforce as part of a restructuring move.

The studio was originally founded in 1988, and has had a hand in dozens of games for various platforms over the last couple of decades. Most recently the company has been involved with the James Bond license, creating GoldenEye 007: Reloaded and the aforementioned Legends.

In a statement to Eurogamer, Eurocom director Hugh Binns admitted that the decline in the console video game market has forced the studio to cancel a number of projects and layoff many of its staff.

"Eurocom are undertaking a restructuring which I regret to say has meant we've made the majority of our workforce redundant today," he explained.

"This includes many very experienced, talented and highly skilled employees, and we'd like to thank them all for your hard work and efforts."

He went on to say, "We've fought to try and save as many jobs as possible, but the steep decline in demand for console games, culminating in a number of console projects falling through in the last week, left us with no option. Eurocom has retained a core staff of just under 50 employees and will be focusing mainly on mobile opportunities moving forward."

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Leonardo Ferreira
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It really is a shame Legends turned out to be such a disaster; i've been replaying the Goldeneye remake for the Wii, and I'm surprised by how clever and flexible its design is, marrying old-school sensibilities with the shock and spectacle of modern shooters; and evidence of the talent present, but sadly wasted by the company.

Joe Zachery
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You make bad games you deserve to close down. I'm sorry there is nothing else needed to be said. The only problem I have is when a good game doesn't sale. Due to the audience not being attracted to it. It's like everyone paying to see a god awful Michael Bay instead of watching Argo.

Justin Sawchuk
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Well what about us indies they cant close us done and we can flood the store with as many bad games as want (which is a lot apparently).

Joe McGinn
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They made ONE arguably bad game, after many years of success. One strike and yer out, is that what you're saying?

Adam Rebika
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Most of the time, publishers take a great part of the revenue, so developers are extremely tight when it comes to budget. That's why one commercial failure can cause them to have to lay off a good part of their staff.

Dave Newhouse
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"You make bad games you deserve to close down. I'm sorry there is nothing else needed to be said. The only problem I have is when a good game doesn't sale."

Most of the time its the managers/game directors that mess it up for the rest of the staff who have no control over bad ideas/game design ! They just have to go with whats thrown at them.
Having a big publisher behind you with a loaded gun in your back dont help too.

Best of luck to all the folk there !

Jonathan Jennings
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always makes me laugh that the people who essentially do the smallest part of actual game development often make the largest decisions. not saying every executive/ manager is clueless in the game industry but more than a few are.

Yiannis Koumoutzelis
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Dave i think the easiest and most popular thing is to always blame the management. :D And it is often right, but it shouldn't be taken for granted.

First of all, and foremost,
All the best to all the talented people that are affected by this and their families. It is quite hard especially this time of the year. I hope and believe such talented people will soon find a good solution and we will see some really cool stuff coming out.

On the other hand, as a response to your comment and not the sad story we read, i have also heard of cases where the people with the task to realize someone else's idea can ruin it, by lobbying and shoving in what they think is best. However, same as with good ideas, anyone can have a bad idea too. And that includes everyone involved in the project at any level. (There is ofc always a chance that it is the fault of management not effectively communicating the goals and direction of a project, leaving room for very loose interpretation and execution)

In the end, that is what you get:

Managing smart,creative people is not easy. Oh, not easy at all indeed. Everyone is into this because they want their ideas to come to life. The big screen, on paper, the small screen, the pocket. And everyone is determined to do so, and has every right to get it. Just not necessarily in that particular project they are involved right now. Patience and discipline are words that seem long lost from our vocabulary. All should be practiced in good measure.

And yes. That is again a management problem. That is why one should pick people more carefully. Especially as you grow, and as you stabilize.

As a company grows, there is often a growing gap between management and the people who are actually making things happen. Mainly one caused by perception. And i think this book is a great one for helping to shorten that gap. Nice read for everyone.

edit: Not to mention that this was the harshest possible transition ever for all the studios that were based on A-AA subcontracting with premium publishers.

Justin Sawchuk
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Boo urns.

Eric Adams
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I think it is just about a binary rule now that if your studio releases a game with high budget and it fails, the chances are the studio will layoff all or a part of the team. So you really are fighting for your livelihood these days.

I do think it is so heartbreaking that good games that don't sell due to the whims of consumers or retail unpredictably often results in layoffs. In some ways, I think consumers through their wallets dictate their gaming futures.

Scary to think that you can execute on the quality marks, but still lose your job.

Jacob Alvarez
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You can create a great game, but if it isn't marketed well then it will probably fail. Consumers rely on marketing to have a game brought to their attention. Unfortunately, crappy games can also be marketed well.

I agree though. The industry is fickle and it's a gamble to work in it.