EA Games: The Human Story
An anonymous reader writes "An Electronic Arts employee spouse speaks out against company crunch time practices. From the post: "EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm. To any EA executive that happens to read this, I have a good challenge for you: how about safe and sane labor practices for the people on whose backs you walk for your millions?"
Instead of working on Duke Nu^H^H^H^H-- Good Ol' George B chimed in the yesterday regarding this article and said "There's a lot of truth in there, especially when talking about large scale, corporate game development, which is most of it these days."
:(
Interesting
...unfortunately no one can be told what The Mat^H^H^HGoatse is...they must experience it for themselves...
Being as someone who is currently in the software industry but not in the game industry, I've heard many things about the "crunch time" policies of game makers, especially that of EA. Every time I'm in an interview, the first question I ask is the "crunch time" policy.
At the last interview I did for a game studio (which I, unfortunately, did not get the job for) they asked "Oh so you've heard the EA horror stories, haven't you"...Granted they were a much smaller developer for cell phone games and their crunch time wasn't nearly as long as the whole project, but apparently what EA is doing is more of the norm instead of the exception.
Which sometimes makes me rethink the whole notion I had when I was in elementary school saying "I wanna write video games when I grow up!" I enjoy living, and there's a point where you have to choose either to "live to work" or "work to live" - I prefer the latter.
I've come to accept perpetual crunch time, unpaid overtime, and no comp days as "industry standard."
I guess that makes me part of the problem. Reading this article woke me up a little... maybe I should be getting those things. I wonder how many programmers are in the situation of having little to no 'crunch time' and paid overtime and comp days? Especially paid overtime -- who gets that? Anyone?
A. Incompetant management. No new story here, and we've all suffered under it.
:)
B. Outsource the whiners to a country where, at least if they do whine, no one here will hear them. Also something many of us have lived through.
No, they aren't going to outsource management but thanks for the suggestion. In my experience, that's like throwing gasoline on a fire. You think the bastards in *this* country are greedy incompetants, wait till you see some of the lads and lasses Over There.
Simple solution? Don't do it. At one point in my career I was good enough at fomenting revolts that even the Indian and Russian contractors joined in. The key is to pick the part of the deathmarch where hanging management actually sounds like a reasonable solution. A few weeks of 12-hour days, seven days a week makes any way out welcome.
Rb
Call me lazy but working 80 hours of week while only getting paid for 40 is just stupid exploitation in my book.
Now I live in the EU where it's mostly against the law to make me work more than 40 hours a week without paying me for it. Of course I still work probably 50-60 hour weeks. Atleast it's my choise now and if I want to slow down I can.
--Smutt
The Information Revolution will be fought on the command line.
Cause every programmer at one point or another wants to make video games.
That's what got me. Classic Atari system, and then games on personal computers. I just had to get me some of that.
That lead into a computer science degree and then software jobs. But not a single one has been writing video games. There's been business systems, graphics, video, weather visualization, databases, knowledge management, embedded real-time, and a bunch of stuff in between. Enough experience to work on a game, but not one game, ever.
And after reading that article, I don't think I mind!
There's a simple rule that I like: if you (as a manager) call overtime, you will work the same hours. I worked on a project with a manager who did exactly that... not to bother us, but to be there just in case, to make us take a break from time to time, and to bring us breakfast after pulling an all-nighter. You can be sure this manager only called overtime if it was really necessary!
If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
Actually I know a lot of managers think that way but it's very bad for buisness to have a programmer quit. The buisness loses weeks as they are out 1 programmer for the time required to find a new one. Once you do get a new one that programmer won't get much done for the time it takes to get familiar with the code (weeks.. or months depending on the complexity). To top it off the productivity of whoever has to show the new programmer the ropes goes down as well. Programmers are *not* an expendable resource.
Someone I know has done some seriously cool OpenGL hacks* to Half-Life, getting it to use modern per-pixel shaders and suchlike, for instance. You can write a whole new renderer if you're so inclined, and still have some working netcode and so on to fall back on. Program AI with bots, or mess about enhancing existing coding, there's all sorts of stuff you can do. With Quakes 1 and 2, there's the entire engine source code available under the GPL - and it doesn't matter if you don't like FPS games, as I've seen driving, flight-sim and RTS games in Half-Life, for a start.
No, you don't get paid, but as a hobby it's brilliant fun. Plus if you do want to move into the games industry proper, even after reading the article, you can have a decent portfolio of work to demonstrate...
(* 'Hacks' in the old sense, not the pathetic see-through-walls multiplayer cheats variety...)
Tedious Bloggy Stuff - hooray?
A friend of mine writes games for a living. He was recently told by his management that they needed him to work overtime[1] -- the project plan had allocated 150% of their available developer man hours to hit their (artificial) deadlines. Unfortunately, this is far from uncommon.
[1] The stupid thing is, the coders voluntarily worked overtime a lot of the time before the crunch because they enjoyed what they were doing. But when it came down to management insisting they did it every day, it just drained morale. They're all burned out, and none of them are putting any effort into the product any more. Everyone loses, yet they still do it, just as they did with their last failed project. And as they will do with their next one when this one fails.
"The invisible and the non-existent look very much alike." -- Delos B. McKown
Not true at all. There are plenty of back doors, and for all its derision EA provides a lot of them. A small 15-20 person company can't take on the risk of hiring someone without game experience. I was pretty lucky getting into one after a year of working at a dotbomb out of college. To get in, I moved halfway across the country, took a 25% paycut and worked as a contractor for 6 months with an option to be hired full time if I worked out. It did, and here I am, making more than I would with similar experience in a non-gaming company. Why? Because having gaming experience is what game companies want. Why?
:) What large scale project do you know that throws out most of its code every two years? As a programmer with gaming experience, they can tell me to "write a UI system" and I can whip one out because I've done it already. Or "develop an AI engine that can script with python" and I have lots of lessons learned from previous projects on what and what NOT to do. Unless you've gone through production, gone through crunch, worked with artists, worked with designers, dealt with producers, publsihers, and QA, you really don't have a good grasp on how it works. Yes, its that different. Should it be? Probably not.
Because we do the same thing 100 times over. If game companies built a car, it would have four really cool looking wheels that went around in four different directions.
The games industry would benefit a lot from an injection of real software engineers, and a lot of us press for it where we can, but there's a long way to go. And unfortunately, the type of people willing to work the hours and deal with the crap for their "art" aren't 20 year veteran old codgers with families and houses. They're guys with something to prove, and willing to give it up to "break in to the industry"
I've worked in the Video Games industry for just under 20 years (first game published in 1985). The last company I worked for expected 50-60 hour work weeks -- several people were fired from there for not working the mandatory extra 10-20 hours a week as "slackers". They scheduled me on one project where I had to convert 400,000 lines of assembler in 4 months. That's about 3,000 lines of code a day, converted and debugged. I managed to do it by working 100 hour weeks with 16-20 hour days for four months. My health was so bad at the end of the project I nearly had a liver failure from an infection that a healthy immune system would have easily fought off.
The company I currently work at had us working nights and weekends to finish projects and during crunch (the last project had an 8 month crunch!) many team members were working around 70-80 hours a week. Unfortunately, successes under crunches like these tell upper management that it's a good thing to work employees under heavy hours and a high workload situations.
Due to lobbied labor laws that prevent salaried software engineers from receiving overtime pay, the industry has taken this as a "pay a set fee, work'em as hard as you can" attitude. If they double the hours worked, they halve their perceived cost per man hour.
Not surprisingly, burn out rate and job-hopping are really high in the games industry. Too bad it's pretty much the same at nearly all video game companies that I know. Mandatory nights and weekends leave little personal time for any software developers -- especially commuters or employees with families.
Oh well, at least the team I'm on has a big enough title that when the royalties come in, we'll make a decent wage per hour, but if you're on a smaller title or working without royalties, you might make less per hour than a Walmart manager if you go into video games programming.
...it's all true.
I worked at EA Pacific (now part of EA LA) for 1.5 years as a lead programmer on Command & Conquer: Generals.
Those were, by far, the worst years of my professional life, and seriously damaged my mental health -- no joke. A year and a half later, I am still bitter.
EA expects outrageous working hours, on the order of 80-100 hour weeks, for months on end. If you desire to have absolutely, positively, no life whatsoever outside of work, and are willing to completely sacrifice your mental and physical health to be able to write games -- then by all means, go for it. (This is only partly a facetious comment, as I know people who are willing to make that sacrifice.)
Let's add to that the complete moral bankruptcy of the production staff. I was recruited there by a former friend (emphasis on former) to help revive the C&C franchise.... former versions had been fun, tongue-in-cheek wargames, but outrageous in many ways and clearly divorced from reality. The new version kind of stumbled around for a while... until shortly after Sept 11 2001, when suddenly the game shifted to be all about middle-eastern terrorism. The game was later promoted with the tagline, "Leaders in the modern world need to have a command of words... words like "Scud Missile", "Carpet Bombing", etc." (I asked m management who hired the sociopaths for our ad campaign, but somehow they didn't listen to me.) Oh, and then there was the mission in the game where your objective was to play the terrorist side, and use their anthrax-spewing tanks to kill 200 civilians (!). (This mission had to be cut at the last minute after the European offices rejected it as being certain to get a "Mature" rating. Yes, I had tried pointing out the... unsavory... nature of the mission months earlier.)
As soon as the product shipped, I quit, as did most of the development team. (That is, the ones who weren't fired for refusing to work 80-hour weeks, or for insisting on taking Christmas off. No, I am not making this up.) In hindsight, I should have quit much earlier; I only stayed on because I wanted my name in the credits, in case I wanted to work on other games in the future (thinking it would be good on my resume). The joke is on me, as there's really no way I ever want to work in that industy again.
While I was there, Fortune magazine listed EA as one of their top companies to work for. This was a particularly bad joke to everyone in our office, except that it wasn't very funny. When the CEO of EA sent an email to everyone in the company stating how proud he was of this, I forwarded it to my wife, who responded directly to him, stating that he should be ashamed, as she had hardly seen me for months, and the working conditions were abysmal. He (or more likely, one of his minions) responded that "sacrifices were necessary" to make great games. Sheez.
Shortly after I left EA, I happened to meet someone who has just started at EA-Maxis. I tried to diplomatically warn him that things could get unpleasant, but he reassured me that he knew what he was doing. One year later, he contacted me asking if my current employer was looking for help, as he had to quit -- similar conditions had destroyed his life (and cost him a girlfriend, as well).
Take this for what you will, but I cannot emphasize strongly enough: EA is, perhaps, an acceptable place for crazed workaholics in upper management... but for any other position in the company, no, no, no, no no.....
This is (albeit dated) from the head of Cerner, a software company which makes hospital software.
m =FN&actio n=m&board=4686968&tid=cern&sid=4686968&mid=142 26
.....
Link:
http://finance.messages.yahoo.com/bbs?.m
-----Original Message-----
From: Patterson,Neal
To: DL_ALL_MANAGERS;
Subject: MANAGEMENT DIRECTIVE: Week #10_01: Fix it or changes will be made
Importance: High
To the KC_based managers:
I have gone over the top. I have been making this point for over one year.
We are getting less than 40 hours of work from a large number of our KC-based EMPLOYEES.
The parking lot is sparsely used at 8AM; likewise at 5PM. As managers -- you either do
not know what your EMPLOYEES are doing; or YOU do not CARE. You have created
expectations on the work effort which allowed this to happen inside Cerner, creating a
very unhealthy environment. In either case, you have a problem and you will fix it or
I will replace you.
NEVER in my career have I allowed a team which worked for me to think they had a 40 hour
job. I have allowed YOU to create a culture which is permitting this. NO LONGER.
At the end of next week, I am plan to implement the following:
1. Closing of Associate Center to EMPLOYEES from 7:30AM to 6:30PM.
2. Implementing a hiring freeze for all KC based positions. It will require Cabinet
approval to hire someone into a KC based team. I chair our Cabinet.
3. Implementing a time clock system, requiring EMPLOYEES to 'punch in' and 'punch out'
to work. Any unapproved absences will be charged to the EMPLOYEES vacation.
4. We passed a Stock Purchase Program, allowing for the EMPLOYEE to purchase Cerner
stock at a 15% discount, at Friday's BOD meeting. Hell will freeze over before this
CEO implements ANOTHER EMPLOYEE benefit in this Culture.
5. Implement a 5% reduction of staff in KC.
6. I am tabling the promotions until I am convinced that the ones being promoted are
the solution, not the problem. If you are the problem, pack you bags.
I think this parental type action SUCKS. However, what you are doing, as managers,
with this company makes me SICK. It makes sick to have to write this directive.
I know I am painting with a broad brush and the majority of the KC based associates are
hard working, committed to Cerner success and committed to transforming health care. I
know the parking lot is not a great measurement for 'effort'. I know that 'results' is
what counts, not 'effort'. But I am through with the debate.
We have a big vision. It will require a big effort. Too many in KC are not making the
effort.
I want to hear from you. If you think I am wrong with any of this, please state your
case. If you have some ideas on how to fix this problem, let me hear those. I am very
curious how you think we got here. If you know team members who are the problem, let me
know. Please include (copy) Kynda in all of your replies.
I STRONGLY suggest that you call some 7AM, 6PM and Saturday AM team meetings with the
EMPLOYEES who work directly for you. Discuss this serious issue with your team. I
suggest that you call your first meeting -- tonight. Something is going to change.
I am giving you two weeks to fix this. My measurement will be the parking lot: it
should be substantially full at 7:30 AM and 6:30 PM. The pizza man should show up at
7:30 PM to feed the starving teams working late. The lot should be half full on
Saturday mornings. We have a lot of work to do. If you do not have enough to keep your
teams busy, let me know immediately.
Folks this is a management problem, not an EMPLOYEE problem. Congratulations, you are
management. You have the responsibility for our EMPLOYEES. I will hold you
accountable. You have allowed this to get to this state. You have two weeks. Tick,
tock.
Neal
Chairman & Chief Executive Officer
Cerner Corporation www.cerner.com
2800 Rockcreek Parkway; Kansas City, Missouri 64117
Having worked in the games industry for 6 years, I see a bigger issue being presented. Yes, some people read the EA Spouse open letter as a series of complaints, but having been in the industry myself, she is totally valid and 100% correct.
The attrocity of the situation is not that people have to work hard, but that the companies make no regrets and little compensation for scheduling them to work ridiculously long hours.
During my time at LucasArts, it was painfully obvious that the company created schedules that were totally impossible and would require the employees to work more than a reasonable work week.
On top of that, little, if any, comp time was ever provided, and the tools we worked with were so painfully antiquated that even upgrading them to current technologies would have brought the work week into more reasonable lengths.
The real issue is that LucasArts and EA are not the only ones who treat their employees and perma-temps this way. And it is downright disgraceful, evil, and illegal.
Saying that people should simply quit and go elsewhere is not dealing the problem of employee abuses.
Myself, I left LEC and have built my own business, but the past 4 years of that have been extremely difficult, given the economic situation.
Jory