
新加坡:在本地游戏开发者指出人才短缺和资金紧张多年后,许多人的前景变得更加黯淡。
SINGAPORE: Years after local game developers flagged talent and funding crunches the outlook has become even bleaker for many.
业内人士和观察家向CNA表示,法国公司育碧计划裁减其新加坡工作室70个职位——约占其本地员工总数的20%——反映了该行业更广泛的全球趋势。
French firm Ubisoft's plan to cut 70 jobs at its Singapore studio – around 20 per cent of its local workforce – reflects broader global trends for the sector, industry players and observers told CNA.
就在该行业被视为快速增长并推出新扶持政策仅两年后,本地开发商和工作室如今发现自己面临包括高昂运营成本、融资收紧和就业机会有限在内的多重挑战。
Just two years after fresh support was rolled out for a sector then seen as fast-growing, local developers and studios now find themselves squeezed by challenges including high operating costs, tighter funding and limited job opportunities.
新加坡詹姆斯库克大学游戏设计与开发专业副教授Roberto Dillon表示,育碧的裁员“并非新加坡的孤立案例”。
Ubisoft's cuts are "not an isolated Singapore story", said Associate Professor Roberto Dillon of James Cook University Singapore, who specialises in game design and development.
他指出,在宣布新加坡裁员之前,育碧已在全球范围内关闭工作室、取消项目,并决定在同一周内关闭其位于芬兰的RedLynx工作室。
He noted that prior to announcing its Singapore cuts, Ubisoft was already closing studios and cancelling titles globally, and had also decided to shut its RedLynx studio in Finland in the same week.
Dillon副教授还引用了艺电关闭其BioWare工作室——该工作室以《博德之门》、《龙腾世纪》和《质量效应》等经典游戏闻名、已运营逾三十年——作为行业整体低迷的另一个例子。成功的本土工作室同样感受到压力。
Assoc Prof Dillon also cited Electronic Arts' closure of its BioWare studio – known for iconic games such as Baldur's Gate, Dragon Age and Mass Effect – after more than three decades as another example of the industry-wide slump. Successful homegrown studios, too, are feeling the pinch.
The Gentlebros首席执行官Desmond Wong是屡获殊荣的《猫咪大冒险》系列背后的工作室负责人。
Mr Desmond Wong is chief executive officer of The Gentlebros, the studio behind the award-winning Cat Quest franchise.
他告诉CNA,尽管公司游戏销量创下历史新高,但不断上涨的人力成本和汇率波动在过去两年里对营收造成了沉重打击。
He told CNA that rising manpower costs and currency fluctuations have weighed on revenue particularly in the past two years, despite the company selling more copies of its games than ever before.
陷入结构性转型 新加坡管理大学战略管理副教授Ted Tschang表示,育碧的裁员不足为奇,因为该公司面临巨大的商业压力。
CAUGHT IN STRUCTURAL SHIFT Singapore Management University Associate Professor of Strategic Management Ted Tschang said the Ubisoft layoffs came as no surprise to him, seeing as the company is under considerable commercial pressure.
Dillon副教授指出,尽管全球游戏行业去年创造了超过2000亿美元的创纪录营收,但自2022年以来已裁减了逾3.5万个职位。
Assoc Prof Dillon noted that despite the global gaming industry generating record revenue of over US$200 billion last year, it has shed over 35,000 jobs since 2022.
这在一定程度上是由于成本上升,他说,现代“3A游戏”的开发现在通常每款成本超过2亿美元。
This is due in part to rising costs, with modern "AAA games" development now routinely costing more than US$200 million per title, he said.
3A游戏是指由大型工作室开发、通常由大型发行商支持的高预算、高知名度的电子游戏。
AAA games refers to high-budget and high-profile video games developed by large studios and often backed by major publishers.
国际游戏开发者协会新加坡分会(IGDA Singapore)联合负责人Ivan Ho表示,行业面临的严重逆风,主要源于3A游戏开发中的结构性可持续性危机。
Mr Ivan Ho, co-lead of the International Game Developers Association's Singapore chapter (IGDA Singapore), said the severe headwinds in the industry are led by a structural sustainability crisis in the development of AAA games.
他说:“当数百万美元的制作周期与全球市场变化发生碰撞时,依赖海外总部的卫星工作室几乎总是首当其冲地感受到压力。”
"When multi-million-dollar production cycles collide with global market shifts, satellite offices reliant on overseas headquarters are almost always the first to feel the strain," he said.
新加坡国立大学(NUS)商学院战略与政策系讲师徐乐博士表示,无论本地工作室的能力或表现如何,都可能受到海外投资和重组决策的影响。
Dr Xu Le, a lecturer from the National University of Singapore (NUS) Business School's strategy and policy department, said that local studios may be affected by investment and restructuring decisions made overseas, regardless of their capabilities or performance.

她补充说,这会给员工带来不确定性,并扰乱专业人才的培养与留任。
This can create uncertainty for employees and disrupt the development and retention of specialised talent, she added.
Dillon副教授引用了育碧新加坡最近发布的《刺客信条:黑旗 重制版》为例,据报道该游戏在2026年7月发布两周内销量超过350万份——大约在其宣布新加坡办公室裁员前三个月。
Assoc Prof Dillon cited the example of Ubisoft Singapore's recent Assassin's Creed Black Flag Resynced reportedly selling over 3.5 million copies within two weeks of its July 2026 launch – about three months before it announced the Singapore office layoffs.
他说,本地工作室可以达成目标并取得商业成功,但由于母公司在其他地方遭受亏损,仍可能面临裁减。
He said that local studios can achieve targets and commercial success, yet still face cuts because of losses sustained by the parent company elsewhere.
在2026年7月9日于育碧新加坡举行的《刺客信条:黑旗 重制版》发布会上。
At the launch of Assassin's Creed Black Flag Resynced, held at Ubisoft Singapore on Jul 9, 2026.
需要新战略 本地观察人士和业内人士表示,新加坡早期进军游戏产业或许已结出果实,但现在需要新的战略来推动行业向前发展。
NEW GAME PLAN NEEDED Singapore's early push into the gaming sector may have borne fruit, but it now needs a new game plan to drive the industry forward, said local observers and players.
迪伦副教授表示,在2000年代中期,吸引处于扩张模式的外国工作室这一做法曾行之有效,但那套战略手册是为AAA工作室不断壮大、发行商寻求一个基础设施完善的低风险亚洲枢纽的时代设计的——那个时代现已结束。
Attracting foreign studios that were in expansion mode had worked in the mid-2000s, said Assoc Prof Dillon, but that playbook had been designed for an era when AAA studios were growing and publishers wanted a low-risk Asian hub with strong infrastructure – an era that has now ended.
他以育碧在新加坡的发展为例,该工作室从2008年开业时仅有一个小团队,成长为拥有数百名员工、参与多个大型项目制作的工作室,称这是一个成功案例,“向世界发出了新加坡能够承接严肃游戏制作的信号”。
He cited Ubisoft's growth in Singapore, from its 2008 opening with a small team into a studio of hundreds contributing to major projects, as a success story that "signalled to the world that Singapore could host serious game production".
他补充道,这一战略也得到了连贯的政府资助和专门的游戏相关学位课程的支持。
The strategy was also supported by coherent government funding and specialised game-related degrees, he added.

The Gentlebros的黄先生表示,由于市场上游戏数量庞大,竞争现在也激烈得多。
The Gentlebros' Mr Wong said competition is also much tougher now, due to the sheer number of games in the market.
他说:“仅仅制作一款好游戏往往已不够,你必须始终尝试制作定义品类级或具有病毒式传播潜力的游戏,否则你的游戏就会在众多其他惊艳游戏中无人问津。”
"It's often not good enough to just make a good game anymore, and you have to always try to make something genre-defining or viral, or else people just won't notice your game among all the other amazing games out there," he said.
观察人士和业内人士表示,新加坡在该领域也根本无法在成本上竞争,包括在人才方面。迪伦副教授说,这造成了一个完全没有容错空间的环境。
Singapore is also simply unable to compete on the basis of cost in the sector, said observers and players, including on the aspect of talent. This has created an environment in which there is no margin for error at all, said Assoc Prof Dillon.
独立游戏工作室Asian Salad Studio的创始人梁端凯(音)表示,与该地区其他国家相比,在新加坡雇佣开发人员非常昂贵。
Mr Neo Duan Kai, founder of independent game studio Asian Salad Studio, said it is very expensive to hire developers in Singapore compared to other countries in the region.
黄先生表示赞同:“我们尽力让薪资具有竞争力,但已到了我们比日本、加拿大甚至欧洲部分地区还要贵的地步。”梁先生说,追求这条道路的个人机会成本也不容忽视。
Mr Wong agreed: "We try our best to be competitive with our salaries, but it's got to a point where we're more expensive than Japan, Canada and even some parts of Europe." The personal opportunity cost of pursuing this path also cannot be ignored, said Mr Neo.
他举例指出,个人放弃薪资更高、更稳定的工作转行做游戏开发的情况并不少见,这往往导致其他牺牲,例如推迟购房或结婚计划。
For instance, he noted, it's not uncommon for individuals to give up high-paying jobs in a more stable career to pursue game development, often leading to other sacrifices such as deferring housing or marriage plans.
“这也意味着,如果我们的游戏失败,对我们而言的成本比该地区的同行更高。”IGDA新加坡分会的何先生还指出,漫长的开发周期和加班文化会拖慢该行业的职业晋升,而缺乏行业安全网则造成持续的不稳定。
"It also means that if our game flops, the cost of that is higher for us than it is for our peers in the region." IGDA Singapore's Mr Ho also noted that the long development cycles and crunch culture can bog down career progression in the sector, while the lack of industry safety nets creates constant instability.
他说,即使是有才华、有热情的人,要在新加坡建立可持续的全职游戏开发生涯也是一场挣扎。
Even for talented, passionate individuals, it can be a struggle to establish a sustainable, full-time career in game development in Singapore, he said.
他补充道,像他这样的独立开发者通常自掏腰包资助项目,同时在其他行业从事全职工作,以补贴他们的游戏开发事业。
Independent developers like himself typically self-fund their projects while juggling full-time jobs in other industries to subsidise their game-building endeavours, he added.
就业与资金缺口 业内人士发现,在该领域获得资金和就业机会变得越来越困难。
EMPLOYMENT AND FUNDING GAP Industry players are also finding it more and more difficult to secure funding and employment opportunities in the sector.
何先生表示,成熟的3A大厂主要招聘经验丰富的资深人才,导致应届毕业生不得不为数量不断减少的初级岗位展开激烈竞争。
Established AAA studios primarily hire experienced senior talent, leaving fresh graduates to compete fiercely over a shrinking pool of entry-level roles, said Mr Ho.
他说:“另一方面,成功的本地独立工作室出于必要而精简运营,通常独自运作或仅少量招聘,只为在资源匮乏的生态系统中维持生存。”
"On the other end, successful local indie studios operate lean by necessity, typically running solo or hiring sparingly just to remain sustainable in an under-resourced ecosystem," he said.
国际游戏开发者协会新加坡分会联合负责人Ivan Ho先生于2026年5月14日在本地游戏开发者聚会上发言。
Mr Ivan Ho, co-lead of the International Game Developers Association's Singapore chapter, speaking at a gathering of local game developers on May 14, 2026.
陈副教授表示,游戏就业的项目制性质是另一个因素,这使得长期就业机会更难寻觅。
The project-based nature of gaming employment is another factor, said Assoc Prof Tschang, making long-term employment opportunities harder to find.
梁先生表示,投资者和发行商也比新冠疫情期间谨慎得多,往往希望项目在开发流程中进展得更远一些,才愿意投入资金。
Mr Neo said that investors and publishers are also a lot more cautious than they were during the COVID-19 pandemic, often wanting projects to be further along in the development process before committing funds.

在黄先生看来,近年来针对像他这样的工作室提供的一些政府支持举措(如补助金)收效甚微。
In Mr Wong's view, some government support initiatives such as grants available to studios like his in recent years have had little effect.
他说,有些可能不直接适用于游戏开发,而另一些“申请难度实在太大,根本不值得在财务上投入精力去申请”。
Some may not directly apply to game development, he said, while some others are "just so difficult to apply for that it is simply not financially worthwhile to do so".
除了帮助初创公司站稳脚跟的支持外,对于已经取得一定成绩、想要更上一层楼的本土企业,帮助有限,他补充道。
Aside from support to help fledgling companies find their feet, there is limited help for homegrown firms that have already found some success to grow to the next level, he added.
除了财政援助,他还希望游戏业界从业者能获得帮助,打开新大门、拓展新市场。
Beyond financial assistance, he also hopes gaming industry players can get help to open new doors and reach new markets.
对行业的支持 梁先生指出,已有成功的政府资助项目,并以新加坡工作室 Team Project Lunch 开发的《Compensation Not Guaranteed》为例。
SUPPORT FOR THE INDUSTRY Mr Neo noted that there have been successful government-funded projects, citing Compensation Not Guaranteed by Singapore-based studio Team Project Lunch.
该游戏于 2024 年获得资讯通信媒体发展局(IMDA)5 万新元的游戏原型资助,随后在 2026 年东南亚游戏大奖中荣获最佳叙事奖。
The game was funded in 2024 by a S$50,000 Games Prototype Grant by the Infocomm Media Development Authority (IMDA), and went on to win Best Storytelling at the 2026 SEA Game Awards.
针对 CNA 的询问,IMDA 表示,该资助是“一项一次性计划”,为四位本地开发者提供资金,开发融入新加坡元素的游戏原型。该局称,这些原型随后于同年在新加坡动漫展上展出。
In response to CNA queries, IMDA said the grant was a "one-off initiative" that provided four local developers with funding to develop game prototypes incorporating Singaporean elements. The prototypes were later showcased at the Singapore Comic Con that year, said the agency.
IGDA Singapore 的何先生表示,类似举措应扩展为更广泛的孵化和商业支持,以将此类“孤立的成功”转化为“可持续的产业”。
IGDA Singapore's Mr Ho said that similar initiatives should be expanded into broader incubation and commercial support, in order to turn such "isolated successes into a sustainable industry".
梁先生建议设立商业教育计划,帮助独立游戏开发者了解并应对行业风险与挑战,同时提供“任何有助于抵消自主创业机会成本”的措施,以鼓励更多创业者投身该领域。
Mr Neo suggested the creation of a business education programme to help independent game developers understand and tackle industry risks and challenges, along with "anything to help offset the opportunity costs of starting your own initiative" to encourage more entrepreneurs in the space.

独立游戏工作室 Asian Salad Studio 创始人梁端楷(右二)在 2024 年 Gamescon Asia 关于进军游戏行业的小组讨论后。
Mr Neo Duan Kai (second from right), founder of independent game studio Asian Salad Studio, after a panel discussion at Gamescon Asia 2024 about breaking into the gaming industry.
IMDA 发言人告诉 CNA,该局通过人才加速计划和数字内容与能力发展计划等举措,发展新加坡的电影、电视和短视频数字内容领域。
An IMDA spokesperson told CNA that the agency develops Singapore's film, television and short-form digital content sectors through initiatives such as the Talent Accelerator Programme and the Digital Content and Capability Development Programme.
他们补充道:“我们仍持开放态度,根据不断演变的行业需求,审视新兴领域的机会。”
“We remain open to reviewing opportunities in emerging areas in response to evolving industry needs," they added.
经济发展局和新加坡旅游局告诉《亚洲新闻台》,新加坡依然是“游戏公司极具吸引力的选址”,并指出包括任天堂、米哈游、光速工作室和雷蛇在内的行业领军企业均已在此设立基地。
The Economic Development Board and Singapore Tourism Board told CNA that the country remains "an attractive location for games companies", noting leading industry players based here including Nintendo, HoYoverse, LightSpeed Studios and Razer.
两机构在一份联合声明中说:“我们与行业合作伙伴紧密合作,支持该行业的发展。”
"We work closely with industry partners to support the sector's growth," said the agencies in a joint statement.
它们补充道,在新加坡设立游戏开发业务(如发行以及研发)的公司,可利用新加坡的人才库、通往区域市场的渠道以及强有力的知识产权保护,为新加坡人创造多元化的职业机会。
Companies setting up in Singapore for game development activities – such as publishing as well as research and development – tap on the country's talent pool, access to regional markets and strong intellectual property (IP) protection, creating diverse career opportunities for Singaporeans, they added.
两机构表示:“随着技术和行业趋势演变,我们将继续与企业合作,强化与行业相关的培训,并为人才提供获取实践经验的机会。”
"As technologies and industry trends evolve, we will continue to work with companies to strengthen industry-relevant training and provide opportunities for talent to gain practical experience," both agencies said.
新加坡的优势 观察人士表示,展望未来,新加坡应发挥其比较优势,推动游戏行业向前发展。
SINGAPORE'S ADVANTAGE Moving forward, Singapore should tap its comparative strengths to drive its gaming sector forward, said observers.
新加坡国立大学的徐博士表示,应更多聚焦于高附加值活动,例如创意主导、游戏设计、技术开发、知识产权管理和区域业务运营。
Dr Xu of NUS said more focus should be placed on higher-value activities, such as creative leadership, game design, technology development, IP management and regional business operations.
她指出,一种可行的模式是“中心-辐射”模式,即新加坡作为上述职能的中心,而选定的制作环节则在马来西亚、印度尼西亚或越南等成本较低的地点开展。
One possible approach is a hub-and-spoke model, with Singapore serving as the centre for such functions while selected production activities are undertaken in lower-cost locations such as Malaysia, Indonesia or Vietnam, she said.
狄龙副教授表示,新加坡不应与其他地区的低成本竞争,而应专注于成为“作出最有价值决策、完成最复杂技术工作的地方”。
Assoc Prof Dillon said that instead of competing with lower costs elsewhere, Singapore would benefit from focusing on becoming "the place where the most valuable decisions are made and the most sophisticated technical work is done".
他还强调,新加坡的教育体系及其培养熟练且适应力强人才的能力,是无法外包的。
He also highlighted Singapore's education system and ability to produce skilled and adaptable talent as something that cannot be offshored.
业内观察人士和从业者均呼吁发展本土拥有的知识产权,这将有助于新加坡在长期内从成品中保留更大的经济价值。
Industry observers and players alike also called for the development of locally-owned IP, which would help Singapore retain greater economic value from completed products in the long term.
徐博士表示,这包括成功游戏的授权、续作及相关产品的潜在收入。
This includes potential revenue from licensing, sequels and related products for successful games, said Dr Xu.
为此,狄龙副教授表示,本地行业已推出“既具有鲜明新加坡特色,又能走向全球”的游戏,令人鼓舞。
To this end, Assoc Prof Dillon said it was encouraging that the local industry has already produced games that are "both distinctly Singaporean and also globally exportable".
例如,The Gentlebros 的《喵咪斗恶龙》系列获得国际认可;另一家本地开发商 Springloaded 凭借《一起建动物园》和《一起建地牢》积累了玩家群体。
For instance, The Gentlebros' Cat Quest franchise has won international recognition, while fellow local developer Springloaded has built a following with Let's Build a Zoo and Let's Build a Dungeon.
Asian Salad Studio 的梁先生指出,新加坡充满活力的独立开发者社区内部存在强烈的互助意识。
Asian Salad Studio's Mr Neo noted a strong sense of mutual support within Singapore's vibrant community of independent developers.
The Gentlebros 的黄先生表示,像他这样的小型工作室也有自身优势。例如,他们能够快速调整方向、利用热点事件,而大型工作室的重大决策可能需要数周时间。
The Gentlebros' Mr Wong said that smaller studios like his have their strengths too. For instance, they are able to pivot and move faster to leverage on ongoing events, unlike bigger studios where major decisions can take weeks, he said.
黄先生说:“总的来说,即便在当下的环境中,我认为这依然是可行的。”“机会和成功的潜力依然存在——只是门槛变高了。”
"All in all, I would still say it is feasible even in today's climate," said Mr Wong. "There are still opportunities and the potential for success – the bar is simply higher now."