'Irresponsibly transparent': State of Decay studio chief on layoffs
The State of Decay studio head says he was "irresponsibly transparent" with staff so that layoffs, when they came, would be easier to absorb.
Updated

The head of the studio behind State of Decay has described himself as "irresponsibly transparent" with employees — a deliberate choice, he said, to make eventual layoffs easier for staff to absorb when they came.
The comment, reported by Video Games Chronicle, comes from a studio leadership figure speaking about how he handled workforce reductions at the company. His phrasing — "irresponsibly transparent" — frames an unusual management position: that sharing more internal information with staff than is conventionally considered prudent helped soften the blow of job cuts.
What does 'irresponsibly transparent' actually mean here?
The studio boss's argument, as reported, is straightforward. Standard corporate practice keeps financial and strategic information tightly held until decisions are final. He chose the opposite approach, telling staff more, earlier, about the studio's situation than a typical executive would.
His stated goal: when layoffs arrived, employees were not blindsided. The transparency was, in his telling, a tool for managing the human impact of job cuts rather than an operational slip.
Why this matters for games-industry workers
For employees in game development — a sector that has absorbed repeated waves of layoffs in recent years — the comment speaks to a live debate about what workers are owed and when.
The position cuts against the prevailing pattern in the industry, where layoffs have frequently been announced abruptly, sometimes alongside same-day terminations and locked accounts. A studio leader openly defending radical transparency as a layoff-mitigation tactic signals an alternative model: earlier information as a form of respect for employees' ability to prepare.
The trade-off is implicit in his own wording. Calling it "irresponsibly" transparent concedes that the practice carries risks — for the studio, for morale, and for the executive's own position — that conventional information discipline would avoid.
The limits of the account
What the report does not specify is equally relevant for readers assessing the episode. Video Games Chronicle's account does not detail the number of employees affected, the timing of the cuts, or the financial condition that prompted them. It also does not state how staff themselves responded to the approach — whether the earlier information genuinely eased the transition for those who lost jobs.
Those gaps matter. Transparency before a layoff can mean very different things in practice: genuine advance warning that lets people plan, or prolonged uncertainty that extends anxiety across a whole team. Without employee accounts, the studio boss's framing remains his own assessment of the trade-off.
For now, the comment stands as a data point in an ongoing industry conversation about how studios communicate workforce decisions — and a rare instance of an executive defending over-communication, rather than apologising for too little of it.
Source: Google News: Layoffs
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News editor covering regulation, policy and their impact on Job market data and labor economics at Path & Pay.
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