Darksiders II Missing Credits Spark Unrest

Darksiders IIDarksiders II has recently released (review forthcoming) and everything seems pink and rosy for the game. But not for some ex-Vigil employees who were cut from the credits.

Enter Xander Davis, a pissed off UI designer who says that he produced a massive portion of the game’s interface without a spot in the game’s ending credits. Davis tweeted:

“Oh delightful. Just found out I’m not even credited on Darksiders 2 when the UI is 99% from my direction & hard work, done in record time.”

Davis goes on to say that other co-workers at Vigil are also absent from the game’s credits despite having a hand in its production. Some were credited but did not have the proper titles.

In Davis’ story we come upon an ugly reminder of one’s worth as a game developer; his or her presence (or lack thereof) in the credit roll. Last year there was a similar incident with Team Bondi dropping people from L.A. Noire’s credits and according to Davis’ tweets, this isn’t an uncommon occurence:

“In triple-A this happens all the time. A lot, the rule is you have to be employed when the game ships.”

You know those scrolling names that gamers blankly stare at, make fun of or mostly ignore? Yeah, they’re worth a lot to the people who made that game. It validates their effort.

Let’s hope some higher-ups realize that and make the right call to credit everyone who worked on Darksiders II.

Update: We’ve contacted THQ about the matter and have received a statement from David Adams, General Manager of Vigil Games.

After ending yesterday with the successful launch of Darksiders II, we at Vigil Games woke up to get word of a former employee’s statements regarding how his contributions were not being accounted for in the credits of the game. What was most disheartening about the statements was how misleading they were, and how they fly in the face of how Vigil, culturally, feels about and treats our teams.

While employment and privacy laws preclude us from discussing the circumstances surrounding the departure of any individual no longer with the company, we can confirm that the employee in question worked for us a total of 90 days, whereas Darksiders II was more than 2 ½ years in development.

When we were forced to reduce staff due to the cancellation of a project, we worked hard to ensure every single person effected by the layoff received their credit in the game. We did not include individuals whose employment terminated for any other reason, for example, being let go for documented poor performance.

We believe we treat both current and former positive contributors to our studio like family, and any statements otherwise are highly inaccurate and can be verified as same. We would ask any press who wish to report on this former employee’s statements to check the accuracy of these erroneous claims, before printing them as factual.

To reiterate, Vigil’s primary concern while doing Darksiders II credits was that we credited team members that were affected by the recent downsizing. We were not focused on the issue of employees that voluntarily left or were fired from the company. We find it alarming that a former employee would personally attack and lie about other team members while falsely inflating his contribution to the game.

We thank, once again, all those who positively contributed to Darksiders II.

More of Xander Davis’ telling tweets (earliest to latest):

  • Oh delightful. Just found out I’m not even credited on Darksiders 2 when the UI is 99% from my direction & hard work, done in record time.
  • I led the revamp effort, created the pipeline, redesigned & rebuilt every screen, worked till 2AM every night, worked w/ leads every step.
  • @AugmentedDivine happens all the time. really, none of this surprised me. i was just vaguely hoping they’d have *some* decency. nope.
  • Was whisked to Austin and tasked to fix it, with months to ship. And I did. My team worked as hard as we could. Then, we all lost our jobs.
  • From what I’m hearing now from my former Vigil co-workers, MANY are left out of the credits apparently on Darksiders 2.
  • Vigil had mass layoffs in March. Entire UI team was laid off. Credible source says they kept one on via retainer who was chummy w/ owners.
  • In triple-A this happens all the time. A lot, the rule is you have to be employed when the game ships.
  • I had just gotten my Texas driver’s license in the mail that Sunday. By Monday, I was given the boot after rebuilding all of their UI.
  • I said goodbye to all of my friends, completely transplanted my entire life, lived in Austin for 4 months, did my job, & got screwed. Thanks
  • So I come in, asked to be a messiah to save them from the brink and fix all of their problems there, and I do. Result: fuck that guy.
  • What’s crazy is most aspiring game developers have no idea yet how shitty it is to work in triple-A. My life has been a nightmare for 3 yrs.
  • It’s the price game devs pay. They put up with it, because it’s their dream, to make games. Publishers & studios exploit that to the max.
  • @johanhimself yes— everyone on my team truly wanted Darksiders 2 to be the best under the horrid circumstances. we all did as best we could.
  • Hey everybody! Hope you’re enjoying Darksiders 2! I know a lot of Vigil co-workers that got fucked over for it! 9/10.
  • I had just gotten my Texas driver’s license in the mail that Sunday. By Monday, I was given the boot after rebuilding all of their UI.
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