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Game Developers Sound Off On 'Quality Of Life'

simoniker writes "At the recent WIGI Conference in Dallas, a number of game industry veterans discussed the ever-problematic issue of 'quality of life' in the game industry, or, as moderator and The 7th Guest creator Graeme Devine commented: "What does that mean to most of you? Well, it means crunch." Aspyr's Lori Durham suggested of the issue: "You won't always have a perfect balance as far as how many hours you're outside of the office, and how many hours you're inside the office", but, for game developers: "As long as you feel good about where you are at that moment, Durham thinks that's what matters.""

2 of 67 comments (clear)

  1. Quality of life doesn't depend on work hours by Opportunist · · Score: 2, Interesting

    40 hours of a job that SUCKS is worse than 80 hours of a job you enjoy. I've had jobs that went on 18 hours a day for 7 days a week, going on for months. Didn't matter. It wasn't something I didn't enjoy. It was actually fun. Yeah, I'm weird, I consider creating code fun, and when an exceptionally cool function works it's better than sex.

    If I had to, say, bag some handbills for 40 hours a week (aside of the most certainly crappy pay), it would put more burden on my quality of life than those 7x18 weeks in a job I did enjoy very much.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  2. What do you expect...? by __aaclcg7560 · · Score: 2, Interesting

    I think Dilbert sums it up nicely! Been there, done that, don't want to do it again.