Slashdot Mirror


Behind the Guildhall - The Story of the Students

Sam Machkovech writes "Multiple stories about SMU's Guildhall game design school have already shown up on Slashdot, but none like this. My friend and coworker Paul dug into the motivations and stories behind people who dropped their lives to learn the art of game design in an upstart school, and what the story may lack in technical information, it more than makes up for in the students' accounts. Included is a particularly touching story about a student who survived the 2002 Sari Club terrorist attack in Bali. It also touches upon the excessive overtime and dedication that the job requires, which means graduates should be plenty prepared for their future careers."

31 of 111 comments (clear)

  1. Wait a minute by Anonymous Coward · · Score: 5, Insightful

    "...graduates should be plenty prepared for their future careers."

    We should be trying to remedy this work situation, not prepare people for it.

    1. Re:Wait a minute by Darkon · · Score: 2, Informative

      It's a joke. Laugh.

    2. Re:Wait a minute by Sycraft-fu · · Score: 2, Insightful

      Thing is, there really isn't a remedy for it sometimes. All the game houses I know of go into crunch mode right before release. Lots of overtime, lots of work to try and get everything together and out the door. Now in the good companies, things cool off after this and everyone gets a break, then it starts again with the next game, slow at first, ramping up to a frantic pace at the end.

      It's kinda unavoidable if you want to have games that are current in regards to technology, which is something gamers demand. All other concerns aside, you can't take 4 years to program a game because even if you use the latest technology when you start, it'll be ancient at teh time of release.

      Also just because a job is lots of work doesn't mean it's bad or unfair. There are plenty of jobs where you have to work really hard, and long hours, but your compensation reflects that. Doesn't mean it's a job for everyone, but some people are fine with that. Lawyers would be a good example. Most lawyers are workaholics, since the more you work, the more you make for the most part. However it damn sure pays off.

      The problem is places where you are expected to work long and hard for shitty pay. Now it seems EA is such a place, however that doesn't mean it's the same everywhere. You need to be prepared to pull long hours and work under stress at times anywhere in the game industy (at least anywhere that I know of) but that doesn't mean that plenty of places don't compensate in terms of vacation and pay.

    3. Re:Wait a minute by Tackhead · · Score: 2, Funny
      > "...graduates should be plenty prepared for their future careers."
      >
      > We should be trying to remedy this work situation, not prepare people for it.

      Why not both?

      "Included is a particularly touching story about a student who survived the 2002 Sari Club terrorist attack in Bali."

      On the day when the EA employees collectively go postal, this guy will not only get out alive, he'll probably get one of the many newly-vacated corner offices! :)

    4. Re:Wait a minute by Cecil · · Score: 2, Insightful

      It's kinda unavoidable if you want to have games that are current in regards to technology

      No, it really isn't. This is what shows that game development is a very immature industry at the moment. There is no reason a game should have to be so tightly laced to the graphics engine, or to the sound system, or the physics engine, or the network implementation, that you cannot upgrade those components to a newer component with relative ease, if not plug-and-play ease. The problem is that such things are not compartmentalized properly. Even the ones you get from third parties are expected to modifiable so you can start tying game specific code in there. That's really unneccesary, and is reminscent of the reason software development in general moved from procedural programming to object oriented programming to virtual machines and ever onwards.

      I'm not saying that it's easy, cheaper, or will create better games, I'm just saying there are ways of building a program so you don't have such an intense schedule. Game developers will discover that eventually, assuming something happens to make them care.

    5. Re:Wait a minute by Surt · · Score: 2, Interesting

      Actually, most games are built with swappable software components already. The problem with intense end schedules has to do with building:

      a) the swappable component replacements. Often these are very sophisticated pieces of code, that in the particular case of video or sound have to talk to hardware at a very low level to achieve good performance.

      b) squeezing in last minute improvements. Since large numbers of games are competing with each other, there are often last minute requirements driven by new market conditions. If another competing game has just come out with feature X, or has just added X in a patch, you may need to add that feature very near the end of production in order to have your game reviewed positively.

      There are lots of unfortunate realities in game developement that require large last minute efforts that simply can't be planned for.

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
  2. Re:Wait another minute by MyLongNickName · · Score: 2, Informative

    If people are aware of the situation that they are getting into, and choose to get into it anyhow, should government legislate it?

    Now, I think employers should be required to divulge what actual working conditions are. Not just to prospective employees, but to the public as a whole. Then, as a consumer, I can choose whether or not to buy a product from a given company.

    And all "subsidiaries" ought to display who their parent company is. I get sick and tired of a large company dividing themselves up... one division squeaky clean, the other not.

    But bottom line: Make the information public, and you will find the need for gov't intervention decreases.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
  3. All your overtime are belong to us! by Evil+W1zard · · Score: 4, Insightful

    If you love the work that you do and don't mind getting overly engrossed in it then it is not so bad working the long hours, but simply preparing students for the drudge and grind of the real-life workplace because it simply is the way it is just plain sucks IMO. Get them excited about their careers and then let them decide if they want to burn themselves out instead of preconditioning them for it.

    --
    News Reporters Make Tasty Polar Bear Treats!
    1. Re:All your overtime are belong to us! by boodaman · · Score: 2, Insightful

      Agreed. I think a much better curriculum for the school would be "How To Start Your Own Game Company" not "How to Be a Game Programmer".

      I'd like to see people being told that they don't have to follow the industry norms. Bust out of the box, think off the wall, not status quo. If that guy wants to build a game with positive black characters, he should do it and the school should fund him, or at least act as a clearing house for people who would fund him.

  4. Re:Wait another minute by MyLongNickName · · Score: 2, Insightful

    :) Good point!

    But, I think you now what I mean. We don't need another logic error riddled peice of legislation that creates a bigger problem than it was intended to solve.

    --
    See my journal for slashdot ID's by year. Mine created in 2005. http://slashdot.org/journal/289875/slashdot-ids-by-year
  5. Re:Wait another minute by Anonymous Coward · · Score: 5, Funny

    I for one would buy games from companies that use only free range programmers

  6. Re:Wait another minute by tlhIngan · · Score: 5, Insightful

    Depends.

    The game companies can get away with all sorts of stuff because demand is huge vs. supply. I'm sure most of us at one point or another wanted to have a job that did nothing but involved games (or perhaps more correctly, to show our parents that playing games can be a job). A QA tester (which is probably where most people start) has a pretty nice job description - "Play games all day and report bugs" - sounds fairly enticing to sit in front of a computer/TV playing games - prerelease games, at that! Of course, while accurate, the true job is far more mundane, and the reality of it all sinks in (60 hour weeks, $8/hr, must find X bugs every week), and the "play" involves running into walls continually.

    Others see programming as the way to go. Given the option (without knowledge of working conditions) of a boring job programming Microsoft Word, or some application using a database for insurance companies, and an "exciting programming job" as entry level game programmer, which looks more appealing?

    EA and other companies have long treated employees this way - it's nothing new. Just until quite recently, it was more or less a poorly-kept industry secret (I can't recall when I first heard about it, but I knew when I graduated). Of course, I *did* apply to gaming companies, but this was more of "finding a job" rather than "I want a job in the gaming industry".

  7. Re:Wait another minute by EnderWiggnz · · Score: 5, Insightful

    If people are aware of the situation that they are getting into, and choose to get into it anyhow, should government legislate it?

    so - if a company has a policy to hire only 8 year old girls to work the sewing machines, but discloses it, they should be allowed to do it?

    take your randian shit and go home. the only way capitalism works, is if it is well-regulated.

    --
    ... hi bingo ...
  8. Last Frontier... For Now. by automag · · Score: 4, Interesting

    The thing I find interesting about game programming is that it is the'last frontier' of art created for consumption by a mass audience that still requires a huge learning curve and cost expendature to be successful in.

    Think about it- used to be that you needed a bazillion dollars, a ton of talent, and a lot of connections in order to successfully make a movie, or a record. Now? People are doing it in their basements with equipment that costs a few hundred dollars.

    The big question is how long will it take for someone to figure out how to make designing a video game 'accessible to the masses' the way Digital Video and computer-based audio recording have done for those industries. I'll bet it won't take as long as you think...

    --
    ---As my daddy used to tell me: "You gotta be smart before you can be a smartass."
    1. Re:Last Frontier... For Now. by TheAdventurer · · Score: 3, Interesting

      Actually making a good record has an enormous learning curve. It's just become socially acceptable to be a poor musician and still be viewed as a sucessful artist. Our society has extremely low musical standards at the moment, and anyone who can bang on an instrument is labeled a musician.

    2. Re:Last Frontier... For Now. by The+Ultimate+Fartkno · · Score: 2, Interesting

      And it's also pretty telling that I just deleted Doom III after playing it for two days. After the 653,000th time I walked into a room, the lights went off, and forty things I couldn't see beat the crap out of me I finally realised that I was bored out of my skull. The only thing that kept me going as long as it did was the fact that everything in D3 is just so damned (heh) beautiful! I can't wait for games/mods based on the engine, but the actual Doom experience left me disappointed. All that time and money, and... feh.

      So what am I playing now?

      The Infocom "Hitch-Hiker's Guide..." game. What was the budget on that one?

      Sure, I'm doing it while downloading Half-Life 2, but you see my point.

    3. Re:Last Frontier... For Now. by Mazem · · Score: 2, Insightful

      It's already happened. Look at Counterstrike - that was "made in a basement", and its already orders of magnitude more popular than any other multiplayer FPS.

    4. Re:Last Frontier... For Now. by jalefkowit · · Score: 2, Insightful

      Games don't necessarily require "bazillions of dollars" to make.

      How much technical expense does it take to come up with a game like Bejeweled? Or Chris Sawyer's original Roller Coaster Tycoon?

      EA's business model is mega-budget games with mega-expensive licenses and mega-production costs, but that doesn't mean that's the only way to make games.

  9. THEM by Prince+Vegeta+SSJ4 · · Score: 2, Funny

    This is just another system of control

    The following text file was liberated from the president of the university. It's his welcome speech.

    welcome.speech.txt

    Greetings. The Master Control Program has chosen you to serve your alma mater on the Game Grid. Those of you who continue to profess a belief in the Users will receive the standard substandard training, which will result in your eventual elimination. Those of you who renounce this superstitious and hysterical belief will be eligible to join the coder elite of the Guild. You will each receive an identity disk. Everything you do or learn will be imprinted on this disk. If you lose your disk or fail to obey commands, you will be subject to immediate de-resolution. That will be all.

    end of line

  10. This story is depressing. by nathan+s · · Score: 4, Interesting

    Frankly, I don't understand how people can do this for any amount of money or passion. You don't do good work when you're running constantly on 6 hours of sleep, and I'm surprised that any of these guys have any sort of a family whatsoever.

    I think that if these sorts of conditions are typical in the gaming industry, it might explain why games in general have slid into the sequel-after-sequel hole and there's very little new or original stuff coming out. You can't think clearly when your brain is sleep-addled and you are living on beer and Cheetos.

    I'd rather them spend three times as long producing games, so long as the games were actually original and entertaining, and not yet another boring sequel with an ending that sets up for YAYABS [yet another yet another boring sequel]. (Or, in the case of that guy Levy, some sort of social campaign inspired by the modern equivalent of strange women in ponds handing out swords.)

  11. Re:Game design by mordors9 · · Score: 3, Funny

    You just don't understand. They have to go play golf and relax. The pressures of managing the rest of us must be tremendous. Actually it seems like the more time they spend working, the more problems they cause. I for one would prefer they spend more time away from work.

  12. School of GAME DESIGN? by CrazyJim1 · · Score: 5, Insightful

    Everyone thinks they're a game designer. Its not game design the companies are looking for, since EVERYONE thinks they're a game designer. Game companies are looking for highly intelligent programmers, or highly talented artists. Its EXACTLY like Hollywood, where they don't think they need writers, but they need big name actors and special effects.

    Game design has some real challenges to it, and theres many things that seem like a good idea but isn't fun in a game. I'd be interested in taking an online course on game design just to see what they got right. I'm not saying I know everything, but I know some stuff like balancing mechanics, MMOG theory, etc. Like I said, everyone thinks they're a game designer, including me. And man is the industry hard to break into. I've had about 7 interviews in ten years and hundreds of job applications.

  13. Re:Wait another minute by Razed+By+TV · · Score: 2, Insightful

    Just because a prospective worker is aware of the situation doesn't make it legal/ethical to deprive that worker of overtime or compensation. Instead of developing a reasonable number of games at a time, it sounds like developers with perpetual crunch time are working on twice as many games as they should be, overworking the employees and pretty much turning unpaid overtime and comp time into company profit, essentially stealing from the employee.

  14. They are not ALL chop shops.. by th1ckasabr1ck · · Score: 4, Informative
    I work as a programmer for a video game company. We don't work suicide hours unless it's a crunch period, we deathmatch after work a few times a week, and I completely love doing my job. I have fun just about every day I come into work. Top it all off with the fact that I get to do for a living what I've dreamed of doing since I was five years old and life is pretty good right about now.

    I know this isn't how it is everywhere in the game industry. I've read the EA stuff and heard the horror stories. Our management takes quality of life issues extremely seriously, which probably makes us the exception rather than the rule, but with all of this recent coverage it seems as if people are finally stepping back to take a look at what is really happening in this industry. This business evolved very quickly, with lots of passionate people involved who were willing (and happy) to work suicide hours in order to get the game out of the door. The days of a couple of guys making Doom in their basement and pulling in millions is long gone.

    Of course, coverage focuses on the negative and larely ignores the positive. I doubt there will ever be a slashdot story about how employees at game company X are working 40 hour/weeks and loving life. I just Hope that the lessons EA employees seem to be learning will be taken to heart by more than those people directly affected by it.

    Of course, having a title that sells a ton of copies makes all of this stuff easier. Someone should tell that to the EA execs.

  15. Graduates and Jobs? by Capt_Troy · · Score: 4, Interesting

    I realize this program is new, but I'd be very interested to know how many of these students get gaming jobs after graduation. I tried to break into the industry for a while, and came close a few times, but it's a very hard thing to do (looking back I'm happy with where I am now). If this program (and/or others like it) can prove itself valuable to game companies such they their students are quickly snatched up, it would remove a major hurdle for interested developers.

  16. Accredited Bachelor's Online Program? by RadioactivePorpoise · · Score: 2

    Does anyone know of any game design related accredited scholls that offer online education? I recognize the power of google, but it also brings a lot of crap up to sift through.

  17. caveat: by mblase · · Score: 2, Insightful

    If you love the work that you do and don't mind getting overly engrossed in it then it is not so bad working the long hours ...provided that you're single, or don't care about your family, or otherwise have no social skills whatsoever.

    Part of the reason I finally decided I wasn't cut out to be a programmer was because I felt guilty working overtime on projects while my wife and kids were expecting me back at home, and that wasn't even on a regular basis.

  18. Re:Wait another minute by gclef · · Score: 2, Insightful

    How would that work? I mean, seriously...even if you open the door to the coop, they'd just stay in & play games. What can you do if your free-range programmers don't want to range free? Can you still use the "organic software" (now there's an interesting term) label if you gave them the choice, but they didn't take it?

  19. Re:Game design by Specter · · Score: 2, Funny

    "The pressures of managing the rest of us must be tremendous."

    You don't know the half of it. You can't imagine how stressful it is to keep you wage slaves, er workers, from wasting time on /.. Don't you know that Thanksgiving vacation doesn't start until tomorrow? GET BACK TO WORK!

    Now, where did I leave my putter?

  20. Re:Wait another minute by jthayden · · Score: 2, Insightful

    if child labor were legal, we would see it in america

    Child labor does exist in america, it's called farming. It is not unusual for farm kids to work 20 - 40 hrs/week during the school year and 60-80 during the summer. I think it's legal and it happens even if it isn't.

    I don't really think there is much wrong with it either, yeah, I hated it as a kid, but it builds character. Props to dad for that ;) Nothing wrong with putting kids to work under some amount of control.

  21. And the lawsuits have already begun by Flexagon · · Score: 2, Informative

    We should be trying to remedy this work situation, not prepare people for it.

    The Merc is carrying an article just today on a lawsuit against EA [reg may be req'd] regarding deceptive work environment practices. It seems to me that companies that behave this way are just asking for unions.