Upper management don't seem to trust their developers. I suspect this is a hangover from the work-for-hire mindset. The shift to original IPs is tricky, yes, but it involves cultivating a sense of trust which doesn't appear to be happening. The recent four-day-week solely for those who come into the office is a 'carrot' approach to ending hybrid and work from home. I am one of the many hybrid/remote workers who is actively looking for alternative jobs because of it. The very un-subtle suggestion that I need an extra eight hours of work to achieve as much as my in-office colleagues (effectively making me take a pay cut!) is insulting and illustrates the above issue of lack of trust. HR's attitude of 'we know this won't work for everyone, and that's fine' strongly suggests this is actually a layoff in disguise. If living and working in London full time is fine for you, on fairly low wages, then this probably won't be an issue. However for anyone who can't afford London living, or has to live closer to family etc, it's crashed team morale. Senior management seems to have a bit of a sexism problem as well. In many departments, all the seniors and leads are men, while most of the junior positions are women. It's incredibly difficult for women to get promoted to senior levels, even when they have more than the required level of experience. Most choose to leave instead. There's a pervasive belief in 'studio magic' - 'we made these good games before, so we can do it again because we're splash' - despite all the developers who made those games being long gone. Further incidents illustrating lack of trust or respect for the employees: - A widely publicised pay adjustment, hyped up as something to help beat inflation, ended up being paltry and more of an exercise in bringing long-term employee pay in line with recent hires. - Senior management seem to have a habit of saying one thing that they think devs want to hear, and then backtracking. eg. 'Yes this build is great!', then two weeks later we learn that it nearly failed submission and we need to make radical changes. - Calling an emergency all-hands project meeting when dozens of other game companies are doing extensive layoffs, and then laughing when multiple attendees request some sort of information about whether it's about layoffs. - Sudden, rapid project pivots close to deadlines, with key departments forced to work overtime to meet unrealistic demands. - When projects are cancelled, developers are given no time to process the loss, and instead immediately thrown into their new project. This caused the last exodus of talent.