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IGN Talks Games Industry Salaries

WeebMac writes "IGN has a new career-themed section and one of their first stories is about the earning potential available to those who make their careers in the gaming industry. From TFA, 'Beginning programmers, whether you're working on tools, gameplay, networking, audio, AI, or animation, you can expect to start off with a salary in the area of $60K with the potential for more in the way of sales-based royalties or bonuses or stock options depending on the particular company you've been hired by."

3 of 348 comments (clear)

  1. Just Plain Stupid by kenp2002 · · Score: 4, Interesting

    Salary surveys are one of the worst examples of statistics. First off you have to be EMPLOYED. The average salary for a football player is say 4 million. Now out of the millions of people that try to get into professional football how many? Telling me people in the game industry are earning $60k a year means nothing if you can't get a job in te industry. Further more the cost of education, hours worked, and benefits compensation are left out largely. In addition salary surverys are biased as they ignore laid off, unemployed, and displaced employees in the industry.

    Salary Survey question example:

    How much do you make an hour? --- $30 and hour.

    As far as the survery is concerned I make $60,000 a year. But if I get laid off for 6 months do they adjust that? Nope. It's too irrelivant to use salary figures. IF wonk A get 60k a year and wonk B gets 70k who makes more? Well Wonka A pays nothing for health insurance and Wonk B pays 12k a year for health insurance. What about deductables and 401k\b performance. Stock options. I know plenty of Eron employees that could talk about the real wage of a staffer just as EA employees could rant a bit on it.

    Tired of surverys that mean nothing....

    my 2

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    -=[ Who Is John Galt? ]=-
  2. Re:What I'd REALLY like to know by SatanicPuppy · · Score: 4, Interesting

    People throw out the contractor figure a lot. Hell I've billed 150+ an hour for certain types of programming and database work.

    That is NOT the same as making $150 an hour, working a full time job. Not even remotely close. You're lucky if you can pull ten hours a week at those rates, assuming you lack big industry contracts, and it's unlikely you'd be able to do THAT two weeks in a row.

    And then there is all the work you have to do, but can't get paid for. Marketing, billing, accounting, keeping your own equipment and skills up. Travel time...Sometimes you can bill for it, sometimes you can't. If you can't, then you're talking an hour or so wasted in transit. Nothing worse than having to drive in, and finding out the problem is a user error that takes 5 minutes to fix...Even if you normally bill at a hour minimum, if you charge someone $180 bucks for typing one command, they'll never call you again...I always charged a 40 dollar call fee, but that's not worth the damn time it takes to get there and back.

    Freelance is nice, if the work comes in by itself. If it doesn't, it can be hell.

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    ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  3. Re:And that $60k goes a long way... by iocat · · Score: 5, Interesting
    Testing usually is a way into production, not programming (not that that doesn't ever happen, of course).

    Generally speaking, this article is not that accurate, as are most "salary surverys," where people typically respond with what they *should* be making, not what they do make. Also, he didn't note how long it takes (years -- your whole career, if you're *successful*) to get from the starting salary to the final salary. Nor did he note the salary disparity between developers and publishers. People who work at independent developers typically make less, but have more freedom and input into what they do, versus being "animator 957" or whatever, so it's a tradeoff.

    Also, I didn't like the outmoded description of "marketing stiffs" or the cheap shot about producers: "...someone who's merely making schedules, managing the talent, and dealing with the annoying marketing stiffs." Yeah, that sounds easy, huh? Maybe he should try it! Obviously I came from the production side, and I would have liked to see some description of the differences in jobs between different types of producers, but I guess it was just a quick overall survery and not an in-depth thing.

    Anyway, IMHO the reality of making games today is a far cry from the shots he takes in the article. If there is an "us versus them" relationship between marketing and development -- or between any develoment disciple (art and engineering, design and production, production and art, etc), your game's sales, sequel potential, and eventually your career are going to suffer. Good teams work together and while there's always friction, it's the job of the discipline leads -- and that worthless producer -- to minimize it. That's not to say there aren't bad marketing people, or irritating artists, or incompetent producers, all of whom suck and make everyone's life difficult, but there shouldn't be this default adversarial relationship there.

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    Dude, I think I can see my house from here.