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Rockstar Employees Badly Overworked, Say Wives

juicegg writes "Wives of Rockstar Games employees in San Diego recently published an open letter on their Gamasutra blog. The authors say that Rockstar employees are seriously strained by unending crunch periods of 12-hour work days and 6-day weeks. High levels of stress are leading to serious psychological and physical problems for some of the employees. They charge that studio management uses arbitrary, deceptive and manipulative practices to get employees to work more unpaid overtime hours at greater intensity — despite over $1 billion in Grand Theft Auto revenue. Among the blog comments, some current and past Rockstar employees are confirming problems with the studio. 'Ex Rocker' writes: 'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well." Read on for responses from Rockstar itself and other members of the industry. An anonymous reader adds, "Everyone is talking about the fact Rockstar Games has addressed the accusations that it has forced developers at Rockstar San Diego into unpaid overtime to finish imminent titles. But I've noticed that a former GTA3/Manhunt designer (Chris Kruger) has a comment in this piece published Thursday about crunch in studios, suggesting the problem goes beyond Rockstar San Diego and is company-wide.

He says in Develop's Jury-style debate that the damage caused by excessive overtime can upend the out-of-work relationships developers have: 'Crunch is totally damaging, but much more so to the individuals involved. An almost failed marriage in my case. To the company the cost of crunch is very hard to define but any benefit at all is easy to measure. That's why it's such an easy decision to make for most companies. Unless there is a push back and the cost is made clear, it won't change. In my view self regulation doesn't work, and the only real solution is external regulation or utter agreement from the vast majority of staff on how to approach the matter.'

There's no easy way around the topic, but crunch is clearly damaging. When will the management at game studios address this troubling issue properly?"

22 of 633 comments (clear)

  1. This is ridiculous. by Anonymous Coward · · Score: 5, Informative

    'What makes R* crunch periods different then any other studio is that they tell you the game has to be finished in 6 months, so let's start our final push to get this awesome game out there! 6 months turns into 1 year, 1 year turns into 2.' Other comments reveal worker hopelessness and general mismanagement at the San Diego studio. This turmoil is affecting development on upcoming games as well."

    He could be describing Electronic Arts. Look, the game industry has been run this way for the better part of thirty years. I worked as a coder for a couple of game companies back in the mid-eighties ... and I left for the reasons described in the summary. Never looked back. As much as I enjoyed that line of work, management practices were abusive even then. The irony is that there's no real reason for it other than poor management. We know how to manage software projects well, we know that pushing programmers too hard does not result in any real savings. The problem is managers that use simple metrics like lines of code written per day to determine a developer's value. That's how you treat piece workers in a factory ... and guess what, piece work is generally illegal. There's a reason for that.

    Jam up your development staff the way these outfits do, and you get poor quality code. It is inevitable, Mr. Anderson. The usual chain of events involves increased QA costs, continual rework, missed deadlines and lost customers. Yet they persist in this obviously defective approach, which to me indicates that upper management is hiring sadists to run their development teams.

    1. Re:This is ridiculous. by AtomicSnarl · · Score: 5, Insightful

      The problem is managers that use simple metrics like lines of code written per day to determine a developer's value.

      Hear hear! For all the "Management Science" out there, what actually does work? The Waterfall method is hugely limited in software development, and upper management without a clear view is crippling. I was once part of a project where six teams had each developed their own printer drivers for their modules because management neither thought of it or noticed the duplication. Team isolation prevented sharing as well, so six freshly re-invented wheels.

      What is it they are crunching on anyway? Did somebody's new skin break the display engine? Did fixing a wall error crump edge detection or LOS calculations? Did a weapons tweak make the ballistics engine puke? Was there a pent-up demand for crawling ants lighting on a display instead of just a glow? Where are the edges of accountability for these things, and which manager is (not) paying for their miscues?

      Granted, starting with a well behaved engine or other project module is always going to be risky when you push it to do new or different things. The upper echelons should be aware of this in their design plans. But flogging the oarsmen when you're completely off course is the wrong way to go -- fix the navigator!

      --
      Pacifist paratroopers yell, "Ghandi!" when they jump.
    2. Re:This is ridiculous. by ScrewMaster · · Score: 5, Interesting

      Noticing that duplication isn't a job for "Management",

      It's always management's fault. If they hire the wrong person, hire an incompetent or (as you say) simply fail to hire a necessary person they're still responsible. That's why they get the big bucks and the stock options, and the rank-and-file are lucky to get health benefits.

      --
      The higher the technology, the sharper that two-edged sword.
    3. Re:This is ridiculous. by eulernet · · Score: 5, Interesting

      He could be describing Electronic Arts. Look, the game industry has been run this way for the better part of thirty years. I worked as a coder for a couple of game companies back in the mid-eighties ... and I left for the reasons described in the summary.

      I totally agree: I worked for several companies during 20 years in France, and this behavior can be found in 50% of the companies.
      But it's the fault of the employees, because they don't know how to set limits.

      Since most of the developers are young or inexperienced, they don't have a life outside of their work.
      Once I realized this trick, I told them that I will start at a given hour, and will return home at another given hour, and I was probably the only one in my company to do that, and I became their most efficient coder.

      I also remember a job interview, where the project leader told me that doing an all-nighter occasionally was very beneficial for the group (WTF !).

      As much as I enjoyed that line of work, management practices were abusive even then.

      It's true, but it's because:
        - the managers don't know how to lead a project (90% of the cases)
        - the managers are not coders themselves (95% of the cases)
        - the managers never finished a game before (99% of the cases)
        - the managers never encountered another way of work (100% of the cases)

      The problem is managers that use simple metrics like lines of code written per day to determine a developer's value.

      No, this is not true.
      What is valued is the number of hours you do every day. It doesn't matter if you do something or not !!! I worked 8 hours a day, but was less considered than some other guys who were working 2 hours, but been present 10 hours.
      Also, socializing is an important part if you are ambitious and want to be paid more, so it's necessary to spend your time chatting with the management, otherwise you'll be ignored (of course, I never did that and my salary stagnated).

      In general, any project is already late as soon as it begins.
      Working 12 hours every day won't help the game finish in time (and in general, it does the opposite by draining the energy out of the team).

      The problem is that the games start with too much elements, instead of building progressively.
      So, you have to code everything from the beginning, and that's very bad.
      And worse, the final goal changes constantly.
      Also, when a game is really on time (by some miracle), managers tend to add even more features, because they suppose that the programmers will easily code them.

      The real solution is to stop building large games at the very beginning, and simply add one feature after another.
      When the time runs out, you'll have at least something to deliver, not incomplete parts everywhere.

      upper management is hiring sadists to run their development teams

      No, it's just that everybody only knows this bad way of working, and nobody intends to change that: they don't have the time to try other ways !!!

      This work process is so bad that 30% of the coders leave the company at the end of an exhausting project.
      That's why there is so much turnover in game companies.

  2. How to get management to listen by Anonymous Coward · · Score: 5, Informative

    When will the management at game studios address this troubling issue properly?

    They'll address it when people stop standing for it. If their developers quit, and they can't find replacements, then things will change.

    Unfortunately, my experience in the industry has taught me that most developers are willing to put up with enormous amounts of crap so as "not to rock the boat".

    1. Re:How to get management to listen by tomhudson · · Score: 5, Insightful

      Unfortunately, my experience in the industry has taught me that most developers are willing to put up with enormous amounts of crap so as "not to rock the boat".

      Unfortunately, most developers are too brainwashed | chickenshit | dysfunctional to unionize. "Oh, but our job is different." "We're not blue-collar workers!" "We'd lose our independence!"

      There, fixed it for you.

      There's nothing stopping workers from unionizing except themselves.

    2. Re:How to get management to listen by 91degrees · · Score: 5, Informative

      They don't even need to quit! Just refuse to work the overtime!

      Most places require some reason to fire people. Not working overtime for free isn't a valid reason. Nor will most managers be willing to have to go to the effort of finding a replacement and dealing with ramp up time.

    3. Re:How to get management to listen by phantomfive · · Score: 5, Informative

      No way man, not this developer. Unions just give you someone else who is 'in charge' of you. Not only do you have to pay union dues, half the time those union dues are spent on political purposes you don't agree with and have no say over.

      Unions are about power-struggles. Unions are great in industries where workers have no way to answer the power of the boss. It gives them a chance to end on equal footing. In the programming industry, I DO have a way to answer the power of the boss: I find another job. And it works way better for me than a union ever would.

      Now, you may not like that solution and would prefer a union; that's fine. But some of us have our own reasons to not want a union, and just because we disagree with you doesn't mean we are brainwashed | chickenshit | dysfunctional.

      --
      Qxe4
    4. Re:How to get management to listen by ZorbaTHut · · Score: 5, Interesting

      Braid had one artist. AI War had no artists. World of Goo had one artist. I don't know how many artists Osmos had, but I'm guessing it's one or fewer. Machinarium claims to be six, but most of them are under "Additional", and I suspect the bulk was done by two people.

      I worked on a full commercial PS2 game, Everquest: Champions of Norrath. We had seven artists and five coders.

      No, we weren't going to be able to make something like God of War 3 or World of Warcraft, but don't underestimate the strength of small teams. If you spend a tenth as much on development, you only need to sell a tenth as many copies to break even.

      --
      Breaking Into the Industry - A development log about starting a game studio.
    5. Re:How to get management to listen by Angst+Badger · · Score: 5, Insightful

      If you're going to effectively refute the charge of being brainwashed, perhaps you should cite some of your actual experience with unions.

      My experience with unions doesn't jibe with your description of them. I was a union member in a west coast school system that I developed software for, and the dues were trivial and I never once had a union official telling me what to do. About the only thing you got right was that the union did attempt to influence local politics, but guess what? Most companies do that as well, and they sure as hell don't ask their employees what they think about it.

      What I got out of the deal was decent pay, decent hours, and full health care coverage and a really nice pension plan.

      This is not to say that unions don't have drawbacks as well, but everything involves a tradeoff. For a good picture of what life was like without unions, see the 19th century. Or, apparently, Rockstar.

      --
      Proud member of the Weirdo-American community.
  3. Rockstar is the evildoer in this situation, but... by realmolo · · Score: 5, Interesting

    Why don't these programmers just QUIT? I can't imagine that those guys would have a problem getting essentially ANY programming job they wanted. "Member of Grand Theft Auto programming team" looks pretty good on a resume.

    They should quit and get into creating applications instead of games. Yeah, it's not nearly as sexy, but the pressure is MUCH lower. And the pay is probably better, too.

  4. programmers by Anonymous Coward · · Score: 5, Insightful

    > When will the management at game studios address this troubling issue properly?

    The day that programmers stop being yes-men and saying to their managers they can do it. I've been with EA 5 years. I know the drill. Once your team wises up and only signs up for what it can deliver, the crunch goes away.

    Step 1: Be upfront and straightforward. Don't promise what you can't deliver.
    Step 2: Dont' work more than 40 hours. Just leave after that.
    Step 3: Profit.

  5. Re:Rockstar is the evildoer in this situation, but by jjohnson · · Score: 5, Insightful

    There's a reason EA and Rockstar take young 20 year olds just out of school, and expect them to be gone by 30. Kids buy into the myth of 'work hard, play hard', don't know what quality of life is, and haven't yet had a shitty work experience to stand up for themselves.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  6. EA still like this by jjohnson · · Score: 5, Interesting

    A friend of mine was, at 29, a 10 year veteran of EA and in team management position. He left when his boss met him coming in one morning and said "Hey! Look, we redid your office! Isn't it awesome? Look, the couch folds out into a bed!" He said this sort of thing was well understood at EA to mean that he wasn't spending enough time in the office, and quit.

    --
    Anyone who loves or hates any language, platform, or manufacturer, doesn't know what they're talking about.
  7. Easy problem to solve by dissy · · Score: 5, Interesting

    Only one of those over stressed people would need to report that to the DOJ. The laws on over time pay are laid out pretty clear, and this if true is not at all legal.

    The employee that reports it is guaranteed to get 300% of the income they legally are entitled to, as will all the others that come out in the DOJ investigation who wish to join.

    Then there will be tons of fines towards the company measuring in the tens of millions of dollars.

    I always love to see the excuses why particular members of management are allowed to remain on the payroll after costing the company tens of millions of dollars in illegal activities.

    Unless the employees do not wish to start legal action. Which means there is no problem at all.

    1. Re:Easy problem to solve by Anonymous Coward · · Score: 5, Insightful

      Uh, are you an idiot? Hourly paid employees do have rights. The DOJ cares about them. Do you work at Walmart?

      "Exempt" employees are deemed "management" and therefore have to "do what it takes" to get the job done. This is typical for software developers, but most office workers too. If the exempt employee doesn't like the conditions, it is up the him/her to solve the problem - talk to your boss, figure out comp time (usually illegal), work out a bonus structure that doubles your salary on completion, or quit.

      It really is that simple. The DOJ doesn't care.

      When I left "employee" and became a contractor, my client implied that I should work more hours than I billed. I raised my rates and still billed every hour. I was hoping they would fire me, but they didn't. When that contract was up, I raised my rates for the new contract, they paid it, so I guess I was worth it. I hardly ever worked/billed more than 45 hours a week. For a few weeks, during "crunch time", I would work and bill 60 hours, but never more than twice a year. After crunch, I took a 2 week vacation.

      Finally, after 10 years of raising my rates, they demanded I become an employee or my contract wouldn't be renewed. I left. Thanks for all the "f0ck you money, guys!"

  8. Re:Rockstar is the evildoer in this situation, but by interkin3tic · · Score: 5, Funny

    Why don't these programmers just QUIT?

    They're so overworked THEY DON'T HAVE TIME!!! Most are working on their letters of resignation, but they only have enough break period type one letter, and most weeks that's taken up by going to the bathroom or eating.

  9. No incentive to avoid crunch aside from bad press. by LordZardoz · · Score: 5, Insightful

    Most of the larger companies are trying to get away from this practice, though not always with much success. I do know that even within a single company, things can vary greatly from one team to the next, so I wonder if this is due to the management at a particular studio, or if it is a problem that affects all of Rockstar. The article mentions 'despite over $1 billion in Grand Theft Auto revenue', which is deeply misleading. That was made at Rockstar North, in Scotland. There is no reason to assume that just because one studio is printing its own money that the revenues will be distributed evenly across all partner studios.

    I have worked for two of the largest companies in this industry, Ubisoft and EA. At those companies, I can tell you that as far as the CEO / corporate level management are concerned, they just want to see a game get done on time and on budget, and for it to hit the sales estimates. This is because those things will have a direct affect on the quarterly and annual statements. For a game to be a hit depends on many factors that cannot be directly influenced; ie: the design, gameplay, story (if applicable), the license and the marketing campaign all have to hit the right notes to result in a hit. Most pressure that a typical developer sees, especially if there are not any direct design responsibilities, is to get stuff done On Time and On / Under budget. The incentive used is a bonus. And this is where good intentions start to break down.

    The producers on a project are typically given a bonus that depends mostly on the game being done on time and on budget. They are given a budget, and after that, the rest of the company does not look at anything beyond various demo's done for the editorial boards. The CEO types would like for the employees to be happy (no one wants bad press), but they leave that up to the studio HR and project leads / producers. What most people do not realize is that even within the same company, the work experience can vary greatly from one team to the next. One team might be using wise development practices, be carefully deciding which employees work on the title, and doing what they can to keep the scope of the game manageable given their time constraints. Other teams might simply pour on the crunch hours and death march the employees to meet the goal. But if the game is done on time and on budget, the producers always get their bonus.

    What I see as being a big part of the problem is that there is no incentive at any point for those who run the projects to keep their employees happy. At a company like Ubisoft, you can finish your project, and have 70% of the staff quit, burn out, or just refuse to work on the sequel. But if you got it done on time and on budget, you get the same bonus.

    Getting back to the article at hand, it is entirely possible that the people running Rockstar North have great development practices and have happy employees, but for the Rockstar San Diego studio to be helmed by Captain Bligh.

    END COMMUNICATION

  10. Re:12 hour work days? by Anonymous Coward · · Score: 5, Funny

    I only need a good 5 minutes with the wife.

  11. Re:Rockstar is the evildoer in this situation, but by DigitalJanitor · · Score: 5, Insightful

    The problem really isn't R* or EA (not that they're faultless here), it's the employees. If you LOVE games so much that you're willing to sell you soul to a studio, then who's fault is it? It's like the battered wife that LOVE the man so much that she'll keep going back no matter how badly he beats her. Is the man faultless? Absolutely NOT! But it isn't he who continues to go back for more abuse.

    Hey Devs, wake up! Stop putting up with the abuse! No need for a union, just stop taking it.

    Oh yeah, and if it's true that studios hire 20-somethings and expect them gone by 30, let me tell you something... your 20-something. You have you're whole life in front of you. Quit. Move. Stand up and say, "NO!" Whatever you want, you're 20-something. The night is still young!! Once you get to be 40-something, you'll understand what I'm saying here.

  12. We have a "sucker" culture by ClosedSource · · Score: 5, Insightful

    For some reason engineers and software developers got the idea years ago that they were "professionals" and thus should have pride in finishing no matter the cost.

    Of course, the jobs that are really considered "professional" by most people (lawyers, doctors, etc) don't operate this way.

  13. Re:You are oversimplifying by mdarksbane · · Score: 5, Insightful

    My mom is in a teacher's union in Ohio. She freely admits that the union keeps incompetent people from being let go in favor of those who are better teachers. They also remove your ability to bargain for your own wages - they bargain for you, and sometimes that means you get something better, and sometimes it means they ignore what areas of compensation you care about in favor of others (see increasing pensions to the point where the state will go bankrupt if they ever have to pay them, instead of money you are sure you'll actually get). They will fight for you if management tries to get rid of you... of course, they'll also fight for people who have no business being teachers, increasing the antagonism between you and administration. She firmly believes that no useful reform is going to come to the education system until you make a system that sidesteps the union and existing organizational structure. She also doesn't really want this to happen, because it will likely cost her a large portion of the benefits she has in her contract in lieu of decent pay.

    There are a lot of people who, given the option, would take higher pay over a higher pension. However, if you've been working twenty years for that pension, it's not like you're going to be in favor of changing the system now. Unions pretty much remove your ability to have a choice there if you're going into a union-dominated field - you don't really have an option as a public school teacher - either you're in the union, or you pay the union dues anyway and don't get a say in what they negotiate for your salary.

    Game developers get away with bad business practice because probably 3/4 of people going into computer science started out wanting to make video games. They are one of the few areas in CS where people just love the work they're doing enough to put up with poor management and horrible hours. Even if people try to unionize, there are so many scabs ready and willing to do the work instead, that I doubt there would be much success to it.