09 — The Credits
Who Is in the Credits
The list at the end of the game is a mirror of how work was valued — and who decided what that meant.

Credits rolling. Who qualifies to appear in them is set studio by studio.
Photo: Matheus Bertelli / Pexels
The Studio Makes the Rules
There is no industry-wide standard for game credits. No union contract in most territories requires a minimum tenure before a name appears; no platform holder checks whether the list is fair before issuing certification. Each studio sets its own threshold, usually quietly, often inconsistently. The common dividing lines are time on project (six months is a figure that circulates), a minimum contribution in a named role, and whether the person was still employed at ship. That last condition cuts hardest. Contractors hired for a crunch push, QA testers who found several hundred bugs, composers brought in for a single track — any of them may discover their name was never added.
The underlying tension is between two things studios genuinely want: an accurate record of work done, and a list short enough that it reads as meaningful. These are not easy to reconcile on a project that runs three or four years and cycles through staff.
What Gets Measured, What Gets Missed
Work that produces a named deliverable tends to survive into credits. A character model, a level, a piece of music — these are legible, citable, attributable. Work that enables other work is harder to capture. The producer who kept the schedule coherent, the tools programmer whose editor nobody outside the team ever noticed, the QA lead who maintained a sane bug triage during the final push — their contributions often live in second-tier groupings or shared department blocks.
Middleware and engine contributors add another layer. A studio using a licensed engine owes credit obligations to the licensor; many third-party tool and library makers require a mention in documentation or credits as a condition of use. These names appear not because someone decided they were earned but because a contract demanded them. Players scrolling past seventeen pages of legal middleware credits tend not to distinguish them from the people who made the game.

Late scheduling shows up in the room before it shows up in the plan.
Photo: cottonbro studio / Pexels
Outsource studios introduce the same ambiguity. Art outsourced across two continents, audio contracted to a specialist house, localisation handled by a vendor — all of it ends up in the game, and crediting practice for each of those relationships is negotiated separately, sometimes with no named individuals at all.
These are not easy to reconcile on a project that runs three or four years and cycles through staff.
What the List Actually Records
Credits function, in practice, as professional documentation — the evidence a developer carries to the next role. A shipped credit is a verifiable claim on a CV. The IGDB database and the MobyGames contributor project have spent years assembling credits from shipped games, because the information is otherwise scattered across studio websites, physical manuals, and in-engine credit screens with no standard format. Neither database is complete; neither has the authority to adjudicate disputes.
When studios are acquired, close, or restructure mid-project, credit records can become genuinely contested. Work done under one entity may ship under another, and the new owner controls what appears on screen. Developers who leave before a game ships often receive "additional" or "special thanks" credits if they receive anything at all — a courtesy rather than a system.

Floor marks and camera rig. The stage day is scheduled months before the animations are needed.
Photo: Bruno Massao / Pexels
The question of who decides what goes into a shipped game is the same question as who controls the credits. It is usually not a democratic process. A senior producer or studio head typically owns the final list, and appeals — where they are even possible — happen informally. Policies written down in advance fare better than policies improvised at the end, but writing credit policy early requires a studio to think about departure and failure before the project is fully staffed, which is not how most projects begin.
The credit scroll is a small thing and a significant one. It is the only place the whole project is named in public, and it will be the record that survives the game's commercial life by decades. Treating it as an afterthought, which is easy to do during the pressure of final delivery, is a decision that tends to look worse with distance.