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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."

34 of 348 comments (clear)

  1. And that $60k goes a long way... by realmolo · · Score: 5, Insightful

    Because since you'll be working 80 hour weeks, you won't have time to spend it!

    As for stock options and royalties...yeah right. Carrot, meet stick.

    Seriously, IGN is clueless.

    1. Re:And that $60k goes a long way... by Anonymous Coward · · Score: 3, Interesting
      Because since you'll be working 80 hour weeks, you won't have time to spend it!
      Keep perpetuating these exaggerations of how bad our working conditions are. If you keep scaring away potential new talent, then we veterans of the industry have a little easier of a future because of less competition for our jobs.
    2. 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.

      --

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

    3. Re:And that $60k goes a long way... by Sneftel · · Score: 3, Interesting

      Obvious: If you're a new college grad willing to work 100 hours a week for mediocre benefits, there are companies willing to take you up on your offer.

      Not so obvious: If you're a new college grad and are NOT willing to work 100 hours a week for mediocre benefits, there are still companies willing to take you up on your offer. You just need to be good at what you do, and willing to ask for what you want.

      Seriously. If there's one group that truly, truly SUCKS at contract negotiations, it's geeks. There's enough money in the industry to pay competent people a good wage, but if you cream your pants at the very thought of EA sticking you in a mildewy basement for $20 a week, that's what you're gonna get.

      --
      The opinions stated herein do not necessarily represent those of anybody at all. Deal with it.
    4. Re:And that $60k goes a long way... by badasscat · · Score: 3, Interesting

      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.

      I agree. I worked in marketing for a game publisher for 3 1/2 years (no, I do not consider myself a marketdroid; that's why I quit), and quite honestly there was no adversarial relationship whatsoever between us and the development arm of my company. In fact, our developers liked some of our marketing ideas so much that they ended up incorporating them into the games! (I'm sure at least a few of you guys know what that link is really referencing...)

      We also worked with outside developers fairly often and in those cases there was often a bit of push-pull. Depending on the contract, sometimes it would end up being a case of "whatever we say goes", sometimes it was the reverse. (A few times we just had to suck it up and do things we knew were idiotic.) Obviously, when two companies that work together have been doing their thing with success individually for a while, both sides are going to think they know best.

      But internally, things were always pretty smooth between the marketing and development sides. And even new acquisitions would get along with us pretty well. The fact of the matter is, if there's dissension at one part of any company vs. another part, that dissension is going to eventually end, one way or another. No company can have an internal rebellion going on at one particular division or another; if necessary, heads will roll and there were times at my company when they did.

      And as far as the salaries go, the $60K starting figure is a tad high but not completely ridiculous. Salaries are not the problem in the video game industry. It's the working environment and employee treatment that are the problems.

  2. What I'd REALLY like to know by halivar · · Score: 4, Insightful

    What's the dollar-to-hour ratio? If you're making $100K and spending 100 hours a week to make it, it's not worth it.

    1. Re:What I'd REALLY like to know by RailGunner · · Score: 5, Informative
      Assuming 80 hour work weeks, working 50 weeks out of the year, 60K works out to:

      $15 bucks an hour.

      Assuming you work 80 hours a week, and you get time-and-a-half overtime, you only need to make $12 an hour. If you're competent, you can make more than $12 an hour managing a Burger King.

      For further comparison: Most contractors are able to bill for over $40 an hour, in many cases more than this.

      Bottom line is this: If you're working mandatory overtime, there's a line where it'd be better to go sling burgers.

    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.

      --
      ad logicam Claiming a proposition is false because it was presented as the conclusion of a fallacious argument.
  3. kids! by rovingeyes · · Score: 4, Insightful
    "If you were to grab any random teenager from one of the midnight launch lines for the latest Halo, Grand Theft Auto or Madden release and were to ask them how much it'd take to pay them to make games, there's a good chance that you'd find more than a few who would tell you that it's their dream to get into development and that they'd do it for free. "

    Call it a flame, but am I the only one seeing the stupidity in that paragraph. They are KIDS for crying out loud! Let us see if they still are willing to work for free when...umm... they graduate or have a family. This author is a moron!

    1. Re:kids! by NotMyNickName · · Score: 5, Funny
      This author is a moron!

      Only the best from IGN.

    2. Re:kids! by Fulcrum+of+Evil · · Score: 3, Insightful

      A random teenager has no idea what is involved in making games.

      A random teenager has no idea what is involved in supporting himself.

      --
      "We returned the General to El Salvador, or maybe Guatemala, it's difficult to tell from 10,000 feet"
  4. Or you can make a crappy half-assed games site by Radres · · Score: 4, Insightful

    ...and make $600 million. I always hated IGN and their half-hearted attempt to make a games site for each and every game that comes out. Nothing could compare to a site made by a dedicated fan, such as Shlonglor's Warcraft 2 page, which was built before this gamespy/ign/daily radar/plan revolution.

  5. Today 60,000 Tomorrow??? by mpapet · · Score: 3, Interesting

    I tend to think the numbers are lying one way or another.

    Either it's an EA kind of environment where 60,000K may be cheap for such devotion, or gaming is in the equivalent of the tech bubble.

    Un-related but funny story. I have some aquiantances (sp?) here in L.A. that write scripts and they actually get evaluated (paid too) by people who can get movies made. The latest overwhelming reply to their work has been, "It's a great script, but we're really looking for something based on a video game.."

    True story.

    --
    http://www.maxineudall.com/2010/02/should-economists-be-sued-for-malpractice.html
    1. Re:Today 60,000 Tomorrow??? by rlp · · Score: 5, Funny

      It's a great script, but we're really looking for something based on a video game

      IT CAME FROM THE SKY!! THE MILITARY COULDN'T STOP IT. ONLY ONE LONE ECCENTRIC GENIUS KNEW WHAT TO DO!! IT'S TETRIS - THE MOVIE

      That'll be one million dollars and ten percent of the gross please.

      --
      [Insert pithy quote here]
    2. Re:Today 60,000 Tomorrow??? by Omega697 · · Score: 3, Funny

      That'll be one million dollars and ten percent of the gross please.

      Also known as... one million dollars.

  6. Into Perspective by pat_trick · · Score: 3, Interesting

    Nevermind that the "beginning" programmer has likely already worked on many other games, has a solid background in programming of various languages / APIs, and is able to produce solid quality code.

    Sounds like they're souping up "beginning" as "I know how to write a cout in C++!".

  7. Gaming industry is insane.. by xtal · · Score: 4, Informative

    Nevermind what it will do if you want to have a family life. Done that once, now I'm a freelance contractor and working on my own business ventures. If you go into the games industry looking to get rich as a programmer, you are insane. This is an industry where the peasants (programmers, engineers) REVOLTED. I can't think of another example.

    http://www.google.ca/search?hl=en&q=ea+lawsuit&btn G=Google+Search&meta=

    Think about that.

    If you're doing it for the love of the art, do it for a hobby. Otherwise, I admire your guts.

    Free advice for those of you with mad opengl skills and a mathematics background - double score if you have a mathematics or engineering degree.

    - Go read a book on "Data Visualization"
    - Go read a book on "Geographic Information Systems"
    - Go read a book on "Signal Processing" (FFT, etc)
    - Brush up on data structures relevant to the above.

    Fire some resumes around to oil companies, insurance firms, financial trading companies, mining companies, etc etc loaded up with buzzwords. Make your programming skills secondary to the buzzwords.

    Profit. My $0.02. I paid for my univesity degree writing 3D GIS systems software in OpenGL - had I have tried to do so writing games, I would probably be living on the street.

    --
    ..don't panic
    1. Re:Gaming industry is insane.. by jinzumkei · · Score: 3, Interesting

      I did both man, Back at school I wrote medical visualization software for virtual reality systems. Sure it paid the bills, but it wasn't as satisfying and the work environment was much more uptight (Researching PHDs aren't the most fun group of people to work with).

      Now, I work in the game industry and my hours are extemely flexible and the atmosphere is much more laidback. I find that the quality of work I am doing is much better now that I am happy. I make a very good wage (I'm not rich, but I never have to worry about money) and always seem to have the time to take vacations and such. So hey, I guess there's 2 sides to every coin.

    2. Re:Gaming industry is insane.. by justins · · Score: 3, Insightful
      . This is an industry where the peasants (programmers, engineers) REVOLTED. I can't think of another example.

      Not a student of the labor movement and its history, eh?
      --
      Now before I get modded down, I be to remind whoever might read this that what I am saying is FACT. - bogaboga
  8. I stopped reading at... by nharmon · · Score: 4, Insightful

    as it's the engineers at the various game companies that are driving the Ferrari's, Mercedes SL500's, and Lamborghini's.

    First of all. How many engineers are game companies are driving top-end sports cars? And second of all, how many could afford them?

    I mean, making $100,000 and driving a Lambo would probably mean parking it in front of a 1 bedroom apartment... and hoping someone doesn't walk along and key it.

  9. Pardon? by MaestroSartori · · Score: 3, Insightful

    I don't know about the US, but I'm a gamesprogrammer in the UK with 4 years or so games experience for a mix of companies.

    My starting salary was £20k (somewhere around $35k-40k US I think), which is at the upper end of the starting range in this country. I've known people who worked in smaller companies in lower cost-of-living areas who started on much less.

    Most companies that I've known staff at do *not* offer shares, or royalties, or even bonuses. Bonuses, where offered, are by no means guaranteed - I've never had one. I've worked on a finished game for which I might've received royalties, but you don't get them til at least a year after the game is released (and the company went bust before the game was released, lovely!), and there's no guarantee that the contract with the publisher will be such that the staff ever see any royalties even if the company does.

    I've never worked for them, but the majority of games companies at least in the UK make GB/GBA/Mobile-phone games, not the big console titles. Even the big players (Rockstar spring to mind) don't pay out regular bonuses on time or at all.

    Why do I still do it? Well, now I'm working at a decent company (Sony, if you're interested), I get to make *games* god damn it, it's fun! :)

    If anyone has any more questions about working in games, feel free to reply :D

    1. Re:Pardon? by brainboyz · · Score: 4, Informative

      I'm calling out your bullshit! I make $50k/year as a programmer in Orange County (high cost area). I can afford a decent 1 bedroom apartment (700 sq feet), investments, 401k, health & dental insurance, my truck, 2 motorcycles (track and street), and a project car. If I cared to for some reason, I could have my girlfriend move in and only money she'd need to contribute would be anything to go out shopping with.

      It's not a high-end life, but it's certainly not "scraping by" nor is it in a bad area (I live 15 minutes from work). That seems to be the norm for this area.

      I will agree that if I were making this much in the midwest, I'd own my own home by now but that's the price of gorgeous weather, women, and scenes.

  10. Seems High by captainbeardo · · Score: 4, Informative
    According to the diversity report from the IGDA http://www.igda.org/diversity/report.php the average salary is 58K, but that's with the average time in the industry at 5.6 years. So it would seem to me that the average starting salary would be less than the 60K they are quoting.

    Also, due to the incredible supply of people that want to work in the games industry you'd expect the average salary of a game software developer to be less. I know in the company I work for starting SW developer salary is around 55K right out of college. In any event, it seems that their numbers for SW engineers is a bit high.

  11. 60K? by StandardDeviant · · Score: 3, Interesting

    Shit, from what I've heard from friends in the industry, it's more like 30-35k. (Most them living here in TX, with a fairly average cost of living on the national scale. [at least the cities where these folks were -- austin, dallas, and houston -- are within 10% of the national average last I checked... it's surely cheaper to live in places like Crockett or Buda or Nacogdoches or whatever, but you don't find many games studios in places where the time zone is still "1952".])

  12. 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

    --
    -=[ Who Is John Galt? ]=-
  13. I hope so by Anonymous Coward · · Score: 3, Informative

    I've been working on games since leaving university in 1994... 3DO, PS1, PS2, XBox, Sega DC, Nintendo 64, PC, in both programmer and lead programmer positions. I hit $60k last year.

    *speechless*

    I mean, am I just horribly underpaid, or are these figures wildly inaccurate, or just vastly inflated Californian levels?

    Good to know I'm a beginner. Makes me feel a little younger.

  14. I work at a Major Game Company by OneByteOff · · Score: 4, Insightful

    A metric that I've always used to guess how well a company pays its employees is the cars in the parking lot. I work at a major game company that produces 20 million dollar games. In our parking lot out of about 100 cars there are no Bmw's, one mercedes, one or two high end sports cars and the majority are grocery getter low end compacts.

    The only people getting rich are the high up exec's, one of which rolls up in his bentley once a month or so for a few hours then leaves the office again.

  15. Re:The hard part... by kevmo · · Score: 4, Informative

    A lot of times when they say "prior experience required" they actually mean preferred. This is especially true for recent college grads - I am a senior in college myself, and I have had at least 1 interview where the job listing said "3+ years of experience." I don't know why they say it if its not totally true, but don't let those requirements stop you from sending them your resume.

  16. Convert that to an hourly wage... by mike_the_engineer · · Score: 5, Informative

    $60K a year / 50 weeks per year / 80 hours per week = $15 per hour

  17. 2yr experience needed by lateralus_1024 · · Score: 3, Insightful

    Here in San Diego, if you have your CS degree and say, 2yrs of experience at $60k, you will find yourself at a crossroad: If you have good presentation skills, and have managed to teach yourself .Net/SQL Server/XML (because God(tm) knows they won't teach that to you at SDSU) then you should have no problem contracting for $60/hr or earning $75k+ once you move to another job. Having 7yrs experience myself, I have come to realization that the easiest way to get a pay raise is to simply move to another company. Frequently updating your resume will remind you of how little you actually know in your field. Diversify, bitches. If you choose to stay in one place, you can bank on a mediocre 3% pay increase annually, stock option carrot dangling, and work with the same technology you played with last year. Just my 2 cents, i don't mean to offend anyone. Mileage will vary.

    --
    If you think /. comments are bad, check out Digg.
  18. Or are they? by Anonymous Coward · · Score: 5, Insightful

    Granted that most of the information presented in the article is either false or hyped beyond exaggeration, IGN is not entirely clueless. Their motive here is not to write a fact-filled article, presenting unbiased information to a crowd of prospective game developers.

    What is it, then? To make money. Consider two things:

    -This article is geared toward adolescents, and continues the marginal trend within America of promoting questionable possibilities because, survey says: kids like to dream.
    -Checking just above the article, one will notice the banner indicating "Sponsored by Full Sail" in so many words. What is Full Sail, you ask? An imitation private college designed to produced talentless chum at the measly expense of $30k. Per year.

    IGN is no more clueless than they are poor, but they definitely hope to take advantage of the fact that their userbase is indeed clueless. But what more should we expect from America's biased, profiteering media?

  19. Take two things into consideration.... by ProppaT · · Score: 3, Insightful

    1) IGN is assuming that everybody in the game industry is working in CA because they're clueless like that.

    2) $60k isn't much in CA.

    Seriously, I know the entry level folks over here at EA Tiburon in Orlando aren't starting out at that.

    --
    Wise men say, "Forgiveness is divine, but never pay full price for late pizza."
  20. BS, total bullshit, and I know what im speaking of by NeedleSurfer · · Score: 4, Informative

    I have quite a few friends working in the video game industry, they mostly started with a salary of 10-12$ an hour, SOME of them got promotion and now have 32-36K$ salary, and that's canadian money. The argument being that so many people want to do this job that if they aren't happy with their salary they can go look elsewhere, everybody is replaceable. Problem is, the game industry want a bigger pool of people to draw talent from so they ask their friend to write BS articles about how programmers start at awesome salaries, young impressionnable to-be-students pick up private school courses (cause they are better, or so they say) at 12-20K$ per year, those school then make a crapload of money, about 10-20 students get jobs at the end of the year (out of an average of 250 student per school). Most of these jobs, if not all, are as game testers, not programmers. After a few years they get to program a bit, by then only 2-5 student of the original 250 are still in the business at the above mentionned salary. In a few year maybe one of them will get promotted to head programmer or something like that and will get the nice salary. Meanwhile hundreds of students get out of school with an enormous debt with no possibility of following another course (having expended most of the possible loan limit imposed by the government, 25K in Canada) and no interesting job to pick from except multimedia houses where they will get paid a meager salary to do a very uninteresting job. I have worked in one of those school, during 3 years and I got out because of this. The industry is completely saturated and those kind of articles are extremely evil by nature because they help to sell unatainable dreams to impressionnable young students. This is the kind of BS article that make me proud of not having IGN in my bookmarks.

    Don't believe the hype

  21. I love it! by TiggertheMad · · Score: 4, Insightful

    royalties

    BWHahahahahaha ahhahahhhahahahahahhhahahhahahhahahahhh... (pant)(pant)
    Ahhahahahahahhahahah hahahahhah hahahahh hhah hhahahha... (pant)(pant)
    AAAAAAAAAHHHHHHHHAAhahahaha hahahahahahhah hahahh hahh... (pant)(pant)
    hahahahah.....hahahahh......haha...... (gasp) Oh, *ahem*......hehe..er, *cough*....hehe...hehhhhheee...


    Sorry, hehehehe, *ahem*....... Now, I think- royalties

    AAHAHAHHAHAHHHAHHAHHAHHAHAHAHHAHAHHAHA!

    --

    HA! I just wasted some of your bandwidth with a frivolous sig!