Ask Slashdot: Experiences Working At a High-Profile Game Studio?
msheekhah writes "I have a friend who, when he gets out of college, has been promised a job at well known electronics company with a salary around $70k. However, he wants to instead go work for Blizzard or some other game company as a game programmer. I've read enough on here and on other tech websites to know that he should take the job he's been offered. Can you share with me your experiences so I can give him real life examples to convince him to take this job? If your experience is contrary to mine, I'd appreciate that input as well."
Game development sounds fun because games are fun.
Like how being a prostitute sounds fun because having sex is fun.
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I have a few friends who worked for the bigger companies and their experiences were pretty uniformly miserable. One worked directly for a big company and even though he could make opengl dance they had him working on what was basically build scripting. The others worked for game companies that did the porting of the larger games to the lower tier platforms such as the DS. These companies put a huge amount of effort into glamour (highly photogenic workspaces) but were just thankless sweatshops with the few owners being the only ones making any money.
That said, their resumes now have a golden game programming glow. So they have been able to go out into the indy/startup world and be treated like kings. Way way better than some third rate "game programming" degree or diploma program.
He will need experience if he wants to go to one of the high-profile studios. So he should take the job, and work hard so he gets a good resume.
It's really simple:
If you have a job, you can get a job.
If you don't have a job, getting a job is harder.
"Promised" is an elusive word, but assuming that the $70K offer comes thru, why not take it unless he has a gaming company offer in hand? which I assume he doesn't. It's always a good thing to be able to afford housing and food while looking for the job of one's choice.
Besides, he might be surprised, and like the promised job. (Or, it might be a small step above a Siberian work camp. One never really knows about these things until one tries it; but of course the same goes for the "dream" job at a gaming company!)
the path that makes him happy.
Based on the experiences of some colleagues, I've avoided getting involved with gaming companies. First, there's tremendous pressure any time a new release goes out. Developers, admins, etc. are all expected to be available around the clock (with many choosing to sleep at the office) for weeks. Second, game popularity is very fickle. Working on a game that loses popularity? Pink slip. Some people view game studios as sexy and edgy, which is fine. Young, single people can afford to take risks that people with families and mortgages just can't afford.
Having left Blizzard in the last year I can say that it was once a really awesome place to be! Just not any more sadly. The politics have stunted too many people's ability to get things done. On top of that revenue is down so the idea of "low base pay with more from profit sharing" doesn't make up for how overly stressful things are. That said, working somewhere where the other "perks" of the Blizzard Culture aren't apparent will make working for a game studio a bit better; just have a decent savings account first and be ready to work twice as much for half the pay you used to get. From my friends that decided to say in the industry many are going to indie developers or starting their own small game companies so they can get back to what they really wanted to do in the first place: make games! On my end I've just created a bit of a "gamer culture" on the engineering teams I've started since I left to get the best of both worlds. My suggestion would really be to take the decent paying job for a few years while making some indie games on the side to make sure that they really want to make games for a living.
Does he have a piece of paper in his hand from this mythical company that clearly states they are offering him a job and what the compensation will be? Does he have one from Blizzard? The correct choice is whichever of these two he can say "yes" to.
If your friend doesn't have this dubious "$70k as a college graduate" offer/promise on paper, signed, and in his possession , then such a position doesn't exist. Period. If he believes otherwise, he's gonna have a bad time.
"So after all this, you make my case for me. To end this stalemate, you must die..."
The guy isn't exactly wanting to go into drugs or some such. Nothing good will come from trying to interfere with him. If he never starts at the game industry he will always keep some romantic vision of how it would be.
Going into game dev can be a tough choice, but if that's what he wants to do there isn't much you can do about it.
Let him work it out himself if it is for him, he will find out the reality soon enough after starting there. Also, if he can get 70k offers now, I'm sure he will be okay after a year at a gamestudio finding a new job too.
Even better than that is the incongruence of
I've read enough on here and on other tech websites to know... If your experience is contrary to mine, I'd appreciate that input as well.
Is OP only interested in hearing from people who've read that working in the games industry can be fun, or does he actually want to hear from people who've done it?
(For what it's worth, I spent five years working in the games industry, and the two years at Jagex was the best job I've had. I'm no longer in games, but it still winds me up when people think that everywhere is as bad as EA).
Not according to Morrissey....and Heaven knows he's miserable now.
The average game developer leaves the industry after 5 years. The reason is that as much fun as it is to play a game at the end of the day, you are never able to play your game until it is complete and by then you are exhausted and burned out and the last thing you want to do is play your game. Of all the games that I have shipped I have never played one of them after they shipped.This is a hard industry and it is not for everyone (most)
The next consideration is that just because you qualified for a job offer outside of the game industry doesn't mean that you'll get an offer in the game industry. Do you have any demos that show that you can make a video game. I can promise you that I won't look twice at a college applicant that doesn't have his own project. It doesn't have to be big, it has to show polish. It can not be a class project, it has to be something that shows me what you can do and are passionate about. If you are not passionate enough to be making games on your own you won't survive the first year.
So if you have an offer, but are considering going into games, the clock is ticking to get an offer from a game developer. If you can't get one before your current offer expires, then take the current offer. If you still have a dream of making games, keep working on your demo (i.e. continue learning) and apply for jobs. It is always easier to find a job when you have a job already.
I had an offer from Bioware that I ended up passing on because I had another offer from another company to do full time iOS development which is what I really wanted to do. A friend of mine ended up taking the same job at Bioware that I had been offered. I left a year later. His experiences can best be summed up in a single line from a chat he and I had one time -- "they cancelled Christmas" ... he had been working 80hr weeks for almost a year by that point. I felt like I dodged a bullet.
If writing games is your passion, and you can't live without it, and you don't mind doing it ALL the time, then that is the only time I would say it's okay to work for a games company. If you do, try to find an indy shop that works a sustainable pace. The other downside is that the people working there were very grouchy and mean. Not a happy place.
I take it the job doesn't involve online proofreading, then.
From what I've gleaned (I'm also interested in game development), you'd be best to avoid the very large developers like EA, Activision, Blizzard, etc. They tend to consider their manpower as resources to be exploited and discarded if they stop working properly. The hours are horrible and the salaries don't match up. Instead, try finding small or mid-sized studios; the pay might not be the highest around, but the atmosphere and challenges will usually be a lot better. With smaller devs especially, you get to touch a bit of everything and you're closer to "owning" the project. The hardest part is finding such a studio in your area and getting in, since they usually have very little extra money to go by. It's also a riskier proposition since you can get laid off if even just one project doesn't go well because the developer's fate is hanging in the balance of every new game they make.
Then there's a few really rare developers such as Valve which seem to have kept the ethos of smaller developers while sitting on such an absurd pile of money they aren't rushed. Blizzard probably used to be like that but I think the Activision merger caused the corporate to take over. Good luck getting in such studios as a first job though!
I'd say your friend is quite fortunate to be wanted straight out of college, but here's the thing: the electronics company only PROMISED him a job when he graduates. As the old adage goes: promises are made to be broken...and in the tech world, so are verbal agreements and temp jobs.
SHOULD the electronics company follow through, he should still take the job, and find satisfaction in getting whatever real-world experience he can get out of it!
I had this idealistic dream of working for Blizzard, EA, etc..and you know what I discovered after I went through the endless programming challenges and interviews with them? Some things:
1) Game companies want MIT-level knowledge, but pay out retarded salaries for the talent, and work the talent to death...all for the glory of being THAT guy that worked on a AAA title
2) For each big game title on a store shelf at Fry's, I see 20 more titles collecting dust
You know what I say to that? BIG WHOOP!
A lot of game technologies are also used in many set-top-boxes, cinema, scientific programming, TV..and (some of) these companies PAY!
Games are interesting pieces of software, but I would rather work on the underlying technologies that make a game come together.
Now, for those game technologists that say I can't hack it, I'd be happy to show you my Linked in profile...I've worked at some NICE companies too, doing similar stuff. I'm allowed to my opinion too ;-)
Now, in the general tech world, job-hunting is almost as competitive as in game world. One really needs to be on top of their programming game with certain companies, and you even have to have some charisma too while interviewing.
Now, if your friend's job lead fizzles with the electronics company, then I'd say he should really pursue Blizzard and follow his dreams. However, dream jobs are still...jobs. He should really think about building up his professional programming experience, and work in the sub-domain he loves.
He'll eventually get there, if he gives it time and determination.
Good luck to him!
Lemme guess... You program in Perl, right?
First, 70$ out of college is unbelievably good. I am willing to bet that some people here don't make that much.
Second, Blizzard, or any other gaming studio will be very high-demand low-reward position. Your friend will be knowingly taking less pay for more work.Plus his work at gaming studio won't translate well into broader IT field, a lot of gaming technologies are not used elsewhere. (e.g. programming gaming engine will not help him get a job at CISCO or Google)
Don't try to stop your friend, but make sure he is making an educated decision.
11 year veteran here - I've worked in a number of roles at an independent studio (as a programmer), and my advice to anyone wanting to make games is this: it's hard bloody work, which doesn't pay that much, and you'd be better off working on your own games in your own time. Very rarely do you get to work on games that you are interested in, the last project I was on was a Disney game with a MASSIVE budget. It was hell on earth and I got pretty down about my job - to the point where I considered quitting without having secured another job first. On the plus side - I have gained experience in working with large, complex code bases, and worked under tight deadlines with hardly any budget. I've accepted a programming job outside of games, and I'm counting down the days until I leave.
70 grand? 70 grand in LA or New York isnt shit, 70 grand in Atlanta is a good living, where is this magical electronics company?
Whats the job position? programming a microwave timer may suck, programming the UI to the new BMW might be cool, or whatever
Why Blizzard? They do not generate enough projects to keep every wishful nerd with a BS in the world employed "just cause they like starcraft"
Why are you so worried to convince him when you obviously do not have all the info? Worry about screwing up your own life.
promised a job is not an offer and they can say stuff like we where banking on a big deal to happen and it did not so we can't hire you. Upper management is moving a different way and we don't need people with your skills, ECT.
Well, I'm sort of in the same situation. Except that in my case, my friends and I decided to start our own company. We're building a MMO. No publishers.
We're not just out of college, we're veterans in a number of fields, and this is my point.
Education is transferable. If you know how to code, you can start in a good job, and move over later. Or, even better, do your own game. If it was art, I'd say, join a studio. But for coding? Sadly, you're replaceable. But you can replace them as well.
If you've got a good offer, go for it, but don't kill yourself. Go for the job, spend a year or two, and if you don't like it, move on, then come back as a more experienced person, and get back in higher in the food chain. Just out of college is a great time to try out something risky, that looks great on the resume.
But don't let them abuse you. Work hard, work well, but you are not a chew toy. The one thing most people right out of college miss, though, is that every project has to be finished and polished to be done. The stuff you do for class is under too tight a deadline to actually finish, you just get it working. This stuff, follow through on. Ask your boss about what I mean, if you get the job - knowing to ask that question can mark you as someone with a future.
I've had some good education from the following books:
Making Fun is a book about how a game is put together, the various jobs that exist and how they relate.
http://www.amazon.com/gp/product/B007RV3UTS/ref=oh_d__o08_details_o08__i00?ie=UTF8&psc=1
Interactive Entertainment is a book about the life cycle of a game, and the various fields of gaming that exist.
http://www.amazon.com/gp/product/B0041T4HG4/ref=oh_d__o07_details_o07__i00?ie=UTF8&psc=1
Level Up! is a book on game design. Once you know about what a game is, and how it's put together, this is pretty handy to dig style with.
http://www.amazon.com/gp/product/B0046REX10/ref=oh_d__o02_details_o02__i00?ie=UTF8&psc=1
They're all a little generic, but they're also solid starting points.
http://www.amazon.com/gp/product/B0046REX10/ref=oh_d__o02_details_o02__i00?ie=UTF8&psc=1
(For those curious about my personal project, it's a spiritual successor to City of Heroes. The MAN shut it down. Well, we can make our own game! With blackjack! And... forget the blackjack. With superheroes! And costumes! And all kinds of awesome stuff. And the best part is that in the ten years since CoH launched, the industry's come a long way - we can do all kinds of crazy stuff now.)
( www.missingworldsmedia.com if you're interested. )
As someone who recently start working for a game studio that is profitable, incredibly player-focussed and protects its culture with both hands, I just want to say that genuinely good opportunities do still exist in the gaming industry - though it would be disingenuous to pretend that they're the norm.
However, more fundamentally, forget gaming or any other domain for a second and demand that the people you work with embody and project as much of the following as possible...
integrity
compassion
kindness
a determination to cross the finish-line together
enthusiasm for the work
intelligence and the ability to use it constructively
an expectation of open feedback in all directions
an effortless affection (or fondness if you don't like 'affection') for those around them
charity of spirit (never starting with the assumption that 'the other guy' is an asshole when things go wrong)
These are a few of my favourite things :-) and looking for them wherever I go has had an extremely positive effect on my quality of life and the quality of life for those in my care (both professionally and personally).
This situation kind of reminds me of the character played by Randy Quaid in "National Lampoon's Christmas Vacation," where his wife explains that he's been out of work for close to a decade because "he's holding out for a position in upper management."
But on the other hand, why is it your job to tell him what to do with his career? It's his life, let him live it for better and for worse. Any mistake he's intent on making is his to learn from, and most great successes looked like suicide missions to other people at the outset.
For your security, this post has been encrypted with ROT-13, twice.
... take the bird in the hand (the job offered).... then work at the company making money and gaining reputable XP while trying to apply to blizzard and get in there....
Nobody is going to think less of you for working in your field. If anything, the xp will only help validate your friends' skillset and give more power to the application to blizzard.
Also, who the hell considers turning down a job offer in this economy? I had to win a grant to get my job.
A gaming job wouldn't necessarily suck, not if it were at Bethesda or something. At Blizzard it would suck.
---
I say keep striving for what you want.
This is NOT an "either-or" situation. He's not going to die in two years, he's not committed to the job offer for life, and a gaming company isn't going to see electronics work on his resume and blacklist him.
Entry-level is HARD, and a college degree is worth very little without some job experience to back it up. Some jobs, like "manager" are assumed to transfer from one industry to another pretty easily, so aiming low might work out better in the long-term.
Developing a small pile of cash quickly is worthwhile. You have a LOT more freedom to do what you want when you have several thousand dollars in the bank, and can afford to pay your bills for a year if other positions don't work out. Or you may find you suddenly need a pile of cash to quickly relocate for the next available job.
Money can't buy happiness, but I've never seen people with a solid savings nearly as unhappy as those with lots of debt hanging over their head, and suffering through a job that makes them miserable because one missed paycheck is going to destroy their house of cards.
Slashdot gets worse every day... Pipedot: News for nerds, without the corporate slant
I have a friend who, when he gets out of college, has been promised a job at well known electronics company with a salary around $70k.
[citation needed] Sorry, I don't buy the "my friend is being offered $70k/year straight out of college, but wants to work for Blizzard instead" line. I'm gonna call bullshit on this one.
Imma have to agree with you on this too. I have never heard of anyone making that 'right out of college'. Maybe within a few years if you're good at that thing you do, hit a great idea or are one of the rare prodigies.
However, if this is true, I'd say, 'take the 70k job, work a few yrs to get some experience and then move on to follow your dreams.' That's what I did. Not with programming though.
"That's right...I said it."
But still... £45K straight out of college? That is one amazing wage! In the UK you'd have to do another two years at University, get a good degree and then be lucky to get that on your very first job.
The starting salary for a new college grad software engineer at the big tech companies in the SF Bay area is well over $70K.
There is one detail everyone is glossing over.
Your first IT job is nothing but a cornerstone for your career. If you find yourself in one position for one year...two years...three years...you are doing it wrong. Most companies have no good reason to give big raises to their engineers without promotion into a "new position." With how volatile the world markets have been over the last decade, it has become even more difficult to grow within a single organization.
The secret to being successful in IT is to continue growing your skillset and never stay in one place to long. Contracting shorter one off projects is a great place for a fresh grad to start because you can quickly fill your resume. This is very easy to do if you were wise enough to contribute to any ((open source!!)) projects while working through high school and college. Especially in states like Colorado that are preparing to open their public insurance market places in the coming weeks.
Once you have the resume to do consulting full time, you just cant beat it. Digital nomad. It's the life!
Sony is a big electronics company AND a gaming company, so perhaps your friend can have his cake and eat it too. (Or perhaps it's a lie...)
I spent a couple years at Sony San Diego Studio as a contractor, albiet not as a "game programmer". Two contracts doing Ruby/Rails backend stuff, first working on internal software that manages configuring back-end servers and deploying them, and then working on back-end admin and console services. The latter was definately much more fun, since it was working in the same space as the game developers. (Sony produces most/all of their sports-related games at their San Diego Studio. I worked on back-end stuff for MLB The Show and Mod Nation Racers.)
It's a typical big-company tech environment. They pay standard competitive rates to contractors, and I gather the employees are well-paid and get good benefits. It is definately seasonal, with cruch-time around the holidays, unfortunately, but then the place is nearly desserted in the summer as people use comp time then. Everyone seemed generally happy. It feels like any other well-funded, non-venture San Diego tech company. Laid-back, even looser than normal dress code, really not excessive pressure. (Though one particular night rolling-out the Mod Nation Racers beta just before Christmas got some nerves on edge, as it was their first major deployment on Amazon, and didn't spin-up enough servers for demand. Well, and Rails... So, it was a night of emergency surgery to see what could be taken out to improved throughput and response. A couple of normally-unflappable co-workers got pretty frazzled.)
Dunno about the game development teams, but both groups I worked in were big on Scrum. The good thing is the meetings are only 10 minutes. The bad thing is, you have to get in by the daily meeting time. (Which was conveniently scheduled for the sleep-ins, though, so really not that bad.) (Best Scrum moment - a co-worker passing out from locking his knees while standing. Of course, they had to call EMS as a precaution, and I'm sure it was embarrasing. My boss smoothed it over by remarking that he did the same thing at his wedding! The irony is that the passer-out was a big fitness nut, and won some competition at the complex gym, so I suppose even more embarassing...) At the same time, there were the weekly, typical corporate-style meetings where you all fall asleep around a big conference table and somebody wakes you up when it's your turn. But at least these are kept to a minimum.
If Sony is an option, I'd highly recommend it.
will you continue to be friends if he hates it, you duty as a grind is to dispense advice (if requested or appropriate). and empower the decisions he does make, it is NOT your duty to make sure he makes the decision you like.
Good leaders run toward problems, bad leaders hide from them.
I'm in Blizzard's back yard (working for a different company, though). As a software engineer with a CS bachelor's, I was hired straight out of college at over $70k. I'm no crazy prodigy; I just ran into a company that hadn't hired new grads in a long time, and I guess they had unrealistically generous pay expectations. So, I know that it's not impossible. Looking at my friends and the jobs they landed in though, it's also nowhere near common to start off at that kind of pay. Honestly, I was expecting to start around 55-60k, in my area.
It is pitch black. You are likely to be eaten by a grue.
I guess they had unrealistically generous pay expectations.
No they didn't. They're not fools. They know exactly what they can get away with.
If anything they'll try to lowball but I've never seen an employer offer you more than they should.
During negotiations I once had a company tell me they were thinking of a base salary between x and y. X was way way higher than what I was making at the time and I thought that those guys were crazy. Still, against my first instinct, I told them that if they offered me y, I'd accept on the spot. They didn't even blink. Truth is, I could probably have talked my way into a salary higher than y.
The mistake too many young software engineers make is underestimating their worth. You are in high demand. It is very difficult to find qualified people. And by "qualified" I don't mean "people who have a degree" because truth be told, many people who graduate still can't program their way out of a paper bag.
Maybe you should let your friend do what the hell they want and stop being such a busybody? You're not his mom. Maybe the electronics job would suck, maybe the gaming job would suck, you're not in a position to judge.
He's a friend. Do you have friends? Do you care about your friends? Do your friends care about you? If you saw a friend making what you think might be a mistake, wouldn't you perhaps talk to them. If your friends saw you making what to them might be a mistake, wouldn't you want them to talk to you?
Of course, if all you have is acquaintances, then, hey, you're not their mom, what do you care if they make a mistake. (and hey, they're not your mom, what do they care about you if you make a mistake).
Personally, I can understand where the Original Poster is coming from. He's a friend to his friend. It's what friends do.
You never know what is enough unless you know what is more than enough. - Blake
I worked for the parent of a major studio that recently got purchased by a much larger media company and was shut down, and I was also eventually shown the door. Broke my heart but it was a good run while it lasted.
Your friend is likely young enough to be pretty resilient as far as job prospects go, so he owes it to himself to follow his passion first, then worry about having a steady gig when he's in his mid-30's.
Yes, a lot of studios are sweatshops, etc., etc., but you (ahem, 'he') might find his niche in just the right spot and be the happiest guy in the world. Otherwise, he has a corporate job and will always be wondering what he missed.
Plus, you tend to learn a lot more, and learn it a lot quicker, when you're in the middle of a disaster. The highs are high, the lows are low, but on some level it's always a fun ride.
Looking to the future, if you lose your job because a studio folded, it's easier to get another job. If you leave a job because you're bored, it makes it look like something is wrong with you, you're not a team player, etc. I highly suggest that he not take the job he has on the table if he plans on looking for other jobs and leaving. If he then leaves (or gets asked to leave) the second job, it looks bad. At his age he's gotta grab the balls of that bull and hold on for dear life. Taking the safe route, career-wise, can wait.
In the US, people refer to university and college are interchangeable terms. Normally, when we say "straight out of college" we mean graduating with a bachelor's degree.
6 years ago I was right out of school with an undergraduate degree. My starting salary was almost 80k for a software development job, and it wasn't even at one of the high cost-of-living areas. Not a cheap area either, but certainly not Silicon Valley or New York. People start with around 90k there now, partly because of inflation but mostly because of across-the-board raises to keep ahead of the market.
I might understand the bullshit call if that was claimed to be an average starting salary, but it's not a wildly unusual starting salary.
what area is this? Just a general area would be helpful.
Most gaming jobs seem to suck though. Bigger companies would suck in different ways than smaller companies though. Ie, you're poor because the big company is stingy with payroll, versus you're poor because the tiny company has no revenue, and at either place you will be on a forced death march because it is always crunch time. New grads are basically cheap labor who don't have the experience necessary to switch to less exploitive jobs. On the other hand, it beats being an IT jockey doing user help desk.
If someone likes making games then this can be done as after hours as a hobby; write open source, create mods, etc.
Take the game job. Follow his dream. My experience in games is pretty great. I've heard horror stories but I've not personally experienced them that much. Blizzard is supposed to be great place to work so if he can get into Blizzard he should definitely go for it. I've even worked what I would consider massively under paid by I'm still happy for the experience.
I programmed games for ~25 years. The last 5 I did something else (worked at a big IT company). I hated the last 5 years. Hated is a little strong. I had some great experiences but I never really felt into what I was doing like I did when working on games.
You'd get that if you went to one of the traditional universities (Russell Group) and did an Honours or Masters by research in a subject like computation finance or fluid dynamics. But be careful of what the job description is - that £45K in the UK might be for a senior engineer, team leader or an architect, so you'll spend more of your time attending meetings, writing specifications, pair programming or extreme programming.
Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
right?
OP must be trolling but at the same time, I can kind of envision a kind of person who would make a comment like his and mean it genuinely.
for those without good friends: this is what friends do! it is kind of defining characteristic...people that care enough about you to do something you might not like, risking angering you, because they feel so strongly you are making a mistake
it saddens me that such a comment as that from OP - 'butt out!' could plausibly be non-trollface. I have met people in my professional life who I can imagine possibly being so disconnected as to think this way...and in a way it hurts our whole industry.
being disconnect from others causes us to make abstract and difficult to use interfaces and methods....further enforcing the tech/non-tech divide and wasting huge ammounts of resources
Thank you Dave Raggett
it's hard bloody work, which doesn't pay that much, and you'd be better off working on your own games in your own time.
But how does working on one's own games in one's own time produce verifiable "game industry experience" that one can show to a publisher or a console maker?
I went to a normal state university and got that right out with a 4 year degree. Friends of mine going to Apple or Microsoft (several of them) started with salaries ranging from 80k (entry level debugging type work at MS) to 105k (project manager at MS).
All of them got at least 70k.
while(1) attack(People.Sandy);
Experiences depend on various things:
1) How well is the company doing?
2a) What products are their business model?
2b) If they're building a new product, do they have the cashn/ provide the cash to finance a prototype and the time it takes to develop a good product?
3) How good is the team / teamlead / project manager / internal pipeline / development method?
I've worked as a dev and later on as a Scrum Master for a gaming company on a product/prototype team. It was plain awesome. The lead was very good at taking the blame and sharing the credit and we had a lot of freedom and enough budget to build a proper team (devs, gamedesigners, artists, etc.). Then I switched departments after the product was cancelled - which is a normal thing btw., markets change all the time. The dept lead in the new department was a douche, there was infighting between my new teamlead and the head of dept. just as I came on board, the internal tool/product was crap, the tech used wasn't wanted throughout the company, etc. ... It sucked. I left 9 months later because of that.
So, as you see: It depends. If your friend get's a job with Blizzard, by all means, he should take it. With Blizzards track record of turning everthing they build into gold he'd be stupid not to. Blizzard is the Apple of the gaming world, I doubt a crappy team / dead-end crew exists for longer than a few weeks at Blizzard before getting torn to bits and reassembled into something usefull. But he should be prepared. A company like Blizzard has their pipeline designed right down to the color of the paperclip that comes with the weekly progress report. He'll learn professional software development alright, but I doubt many companies are as thorough as Blizzard - he'll have to move on to Lockheed Software Group or the folks that build software for nuclear power plants or something if a job change is not supposed to become a serious downshift.
Ever since my gamedev gig I've been working with web agencies. It's like moving from fine cuisine to McDonalds. Not a nice thing.
My 2 cents.
We suffer more in our imagination than in reality. - Seneca
He's a friend. Do you have friends? Do you care about your friends? Do your friends care about you? If you saw a friend making what you think might be a mistake, wouldn't you perhaps talk to them. If your friends saw you making what to them might be a mistake, wouldn't you want them to talk to you? Personally, I can understand where the Original Poster is coming from. He's a friend to his friend. It's what friends do.
When someone is taking their first job out of college I think that they should be given lots of advice from those with more real world experience. The first job often sets up the whole of your career. If you start in banking, you will probably stay in banking. Ditto for defence. Once you have two years experience in any industry it will be very hard to change to another industry. It's not impossible of course, but it may involve a period of unemployment and a pay cut. But, if you have dependants by then (which often happens in ones twenties) then you are locked in.
For the advice to be useful it should be based on fact, and the adviser should be careful of overemphasising their own emotions. It should also be open ended, eg. saying "The games industry often has some notorious sweatshops, but that is not universal", rather then "Don't work in the games industry!".
Perhaps the one bit of advice which must be emphasised to new graduates is that the first job is a very significant choice which they may not be able to easily change - so choose wisely.
Now, I am talking from personal experience here. When I was about to graduate someone gave me exactly this advice - the job I take now will probably be the one I have for the next twenty years. I rushed into it, and took an exciting looking job in the defence business. I quickly hated it, but I was already locked in, and had dependants. The defence business wasn't nearly as exciting as the it seemed, but it took me twenty years to get out of it, and a massive pay cut.
I'm a software visionary. I don't code.
This. Game development is something you should get involved with only if you can't imagine yourself doing anything else. It's almost more of a calling than a profession. Not something anyone should be pushed into.
Ask people who worked at Curt Schilling's 38 Studios...not pretty.
First off, if he has a job offer in hand from the first company, then he should take it no matter what his ultimate desire. Once you have a job, it is easier to start looking for the perfect job.
I have a friend of mine who desire has been to work in the game industry. First he worked at a board game company and now he works for a high profile video game company. From what I know about what he's doing, he's not making as much money as he'd like and he's not doing ideally what he'd like to be doing. Also the commute is long and the hours are long. At the same time, he really enjoys what he does, which is ultimately what is important.
I think, tho, the key to him is that a lot of what he does is built on what has come before in his previous work experience. I have a feeling those who come straight out of school wouldn't have as good of a time with someone who has gotten some experience in the field in general. It is good to get a feel of how projects are run in the real world and figure out for yourself what works and what doesn't. That kind of experience will help you anywhere. Build up some experience heading in that direction, then peruse your dream.
And make your own software on the side. Don't do games, though, unless they're butt simple and sell like hotcakes. You have magical powers. Know this --> You can create a product that can be reproduced for no cost. Go for the largest number of customers and where you stand a chance to compete in the current market.
I've worked in the games industry at an independent company for 8 years (all at the same company).
Before that I worked at a startup on EJB apps (and many other odd jobs), and before that I worked at a small company writing and debugging embedded systems software and hardware. All the jobs had their benefits and drawbacks, but if you can find a good game developer to work for (as I feel I have) it's well worth it. Our games have been relatively successful, and profit sharing from those games has resulted in my average compensation to be almost double my salary. I've definitely worked long hours during my time, but when you're working on something you and others around you believe in (as has almost always been the case) it has a completely different feel than the 12-hours-a-day-7-days-a-week periods I was forced to work in my previous job.
The problems are hard, and solving them is fun. The people are incredibly smart, and they're the kind of people I'd want to hang out with outside of work.
You might get paid less than working at a consulting firm, but in my experience the atmosphere and problem space is much more interesting.
It doesn't matter which game company he goes to work for -- they're all making MOBAs, DOTAs, or action RPGs (Diablo III clones).
(-1: Post disagrees with my already-settled worldview) is not a valid mod option.
I'd say it depends on the relationship between you and your "friend". If you're a parent, relative, etc, then IMO, stop hovering. Let your son/daughter/relation make their own mistakes. At the point of career, it won't hurt too much, wherever they end up. While I would say working for a large game company like Blizzard has its drawbacks, you cannot deny that working there wouldn't give some eye opening experience. However, if this friend is a lover/husband/wife, then the question I would ask you is whether you're planning on having children soon, and whether you mind having your spouse/lover/mate away working 60-80 hours. If the answer to either question is yes, then you really should rethink whether you want to be in a relationship with this person. And why do I say that? Because working at a big company in IT isn't that much different than a game company. Yes it can be more stable, but it doesn't have to be, and many of these companies are sweat shops. I'd not be surprised to see 50-60 hours at least, possibly more. If you can't handle that, then the problem will likely be you. Sure, game companies can be worse, but so can any other company. If you're just a friend, I'd tend to go with the parent/relation and let your friend make a mistake. I might say it will suck for you working at a game company, and you'll likely hate it. I may even go so far to grab the worst title I can find at BestBuy and say how'd you feel if you spent 18 months of your life making that. And if the friend wants evidence? Tell him/her to Google it.
Agreed, it may be difficult to change directions once employed, but it is possible (I once worked with someone who resigned a programming job because she'd just got a job with the police - something she'd always wanted to do. Someone else gave up a project management job to do a Radiography degree. And others I've known have resigned to travel the world for a year).
In this case, we don't know what the job is with the electronics company. Is is a programming job? If so, it may be easier to switch from industrial programming to games programming if the opportunity arose. If it isn't, then maybe not so easy.
I think the trick (looking at your post) is not to get "locked in". In this case I would possibly advise to take the job that is definitely there, but tread lightly until you get the job you want. Don't buy a house, don't get married, and don't have children, until it is certain that the games programming job isn't going to materialise. In other words, think of the job that is definitely there as an interim job until you get the one that you do want.
In the end, an interim job is better than no job at all (or flipping burgers).
You never know what is enough unless you know what is more than enough. - Blake
Programming in a "company" is likely a lot less fun.
Personal temperament can make anything fun or anything dull and lacking in adjectives.
Big bucks from games is possible but so is winning the lottery.
There is still some VC money for game companies but less and less makes it into the hands of creative programmers.
Youth.... go for it, what ever it is..... ... games maybe not but there are some great game companies.
Wife and kids
Truth is stranger than fiction, but it is because Fiction is obliged to stick to possibilities; Truth isn't. Mark Twain.
I have worked at 3 game studios - Amaze Entertainment (now Griptonite), Sony Online Entertainment, and now Microsoft. I've worked on the PSP, PS3, PC, and Xbox One. I have worked on relatively short cycle year long games as the main programmer, I've written back end software for MMOs as a core-tech guy (mostly removed from the game) and as a part of the game team. I've worked on more MMO titles than most devs.
The closer you are to the game, the more hours you're going to work. SOE was particularly bad - I worked there for 6 years and only had a single real raise. The first two years was on a core tech team that was really awesome. My manager was super experienced, and we set time lines and expectations for raises, and he followed through. I learned a lot, and was making my way up. But then the team evaporated and I was put directly on a game team. I was promised bonuses that regularly fell through. "When we hit Alpha in June, you'll all get bonuses!" - Great! Oh... the game doesn't hit Alpha in June? Well, there goes June.. July... August... Game gets a facelift... Alpha the next year in June! Or July, or August. Get used to that. And promotions? Few and far between, and they always pull the "no promotions until we ship" card, which if you're working on a 6-year long dev cycle for an MMO doesn't make sense. I don't know of a single programmer who got a promotion while at SOE for the last 4 years when I was working there. At most places, if you're not directly on a team, you get a standard bonus at the end of the fiscal year - it's not huge, but it's pretty reliable. If you are on a game team, you get milestone bonuses instead, which get pushed around, and without fail they always claim that the parking lot will be filled with Ferrari's.
Management is usually bad. My last boss seemed bipolar about my performance. One month it was "Great! On track for a promotion at alpha!" to "We really expect you to put in 60 hours a week." When you're young and fresh into the industry, don't have a wife or kids, you can do 60 hours a week. But you're going to feel miserable doing it when you're trying to have a reasonable work/life balance, and with experience you'll realize that 60-hour weeks for a year is not sustainable. There was a month when I did 90+ hours every week to help a project ship on time - I didn't get a bonus, didn't get any time off, nothing, even though my manager for the project praised my work.
Of course, there is a reason I still work in games. The most passionate programmers are working in games. You get to do something you absolutely love, with really smart people, and make pretty good money doing it. At Microsoft I'm a bit more removed from the game team - which means I do my 40 and I go home. I think that you have to strive to find the balance that you want. I can't see myself ever trading my job for some boring programming position outside of games.
-Bill
Can you share with me your experiences so I can give him real life examples to convince him to take this job?
No. It's better to learn what type of job you enjoy on your own. If he is talented he will be fine; maybe he will hate it and quit, maybe he will like it, who knows. If he likes it you'll just end up looking like an asshole. The important thing is he will probably learn and move on. There are good and bad jobs across industries in technology, I've had my share of both and I would never trade those personal experiences for someone else's opinion. They've given me more insight and experience about the industry than anyone could summarize for me. They have become part of how I interview and look for new jobs.
I have worked at two major game studios, helped found a small indie studio, and currently work as a senior rendering engineer at an Autodesk subsidiary working on middleware.
I first started at EA Tiburon in 2005 as an entry-level software engineer working on Superman Returns. Retrospectively, it was the perfect project on which to cut my teeth, as the experiences I had helped me to shed my youthful idealism pretty quickly about how the industry actually works. I got to see it be brought up from the very beginning. We crunched for 3-4 months on an 'X05 convention demo that didn't even end up being shown publicly, then we decided that we were using the wrong libraries and started re-writing that portion of the engine. Our designers were all fairly new and had that classic "kid in a candy store" mentality towards features. I still remember when Chris Gray, the executive producer on the project, known for such blockbuster titles as "Fiendish Freddy's Big Top O' Fun", insisted that the engineers help the designers implement an altitude meter for Superman. Why? Because it would be cool! Designer, artist and engineer time was wasted implementing this feature, and sure enough in the next round of focus testing, people didn't get it at all, and he just had it taken right back out. This very process was repeated over and over again as we crunched almost endlessly: The tool with which designers were supposed to make levels, Zod, wasn't ready until well into the alpha stretch. It was five days before we were originally slated to go to manufacturing (May 10th) and there was about *one* finished level. The writing was on the wall, we were going to have to slip the release date, but that didn't stop the managers from effectively forcing us to work 60+ hour weeks under the illusion that somehow everything was just going to fall into place.
After Superman Returns shipped (six months late), they stuck me on their internal Flash UI team, "ION", writing ActionScript - never mind the fact that I am first and foremost a C++ engineer and had never coded a lick of ActionScript in my life. ION was a popular scapegoat for the main game teams, as it was chronically understaffed, and while there may have been five other reasons for why a given deadline was missed by the game team, they would primarily blame us. I eventually worked on NCAA '08 and Tiger Woods PGA Tour '08 before jumping ship in late 2007 to go work for Vicarious Visions.
At the time I was an enormous Guitar Hero fan, to the extent that I had even written my own 2D clone of it based on data I had managed to rip out of the game before anyone else had. Apparently this was what piqued interest at VV, as at the time they were working on Guitar Hero 3 for the Wii. I ended up getting the job, and got to work on nearly every Wii version of Guitar Hero. Aerosmith, World Tour, 5, Band Hero, Warriors of Rock. That was also another lovely experience, because it made me realize just how little a monolithic publisher actually cares about a given game itself. Guitar Hero 3 hit massively at the proverbial box office, so what's the most sensible thing to do? Make a new version every three months, of course! Never mind the fact that those of us rank-and-file employees who actually cared about the franchise were basically screaming to anyone who would listen what a horrible idea it was. We were all so very relieved when it was communicate to us in a meeting that ATVI recognized that the peripheral market was saturated, and then so very not surprised when three months before release, white plastic die-shots of the all new peripheral arrived and we were told to add support. After the release of Warriors of Rock, those of us at Vicarious Visions were slated to work on all three SKUs of the next Guitar Hero, but the plug was pulled in early February 2011, also known as The Great Guitar Hero Layoff. ATVI cut about 500 jobs company-wide, with about 50 of those jobs (a third of the staff) being cut at Vicarious Visions, myself included.
I've been a programmer at Bioware Edmonton for 8 years. I love my job and always have.
I have not experienced crunch on any scale that would make me discourage anyone from joining the industry (maybe a couple weeks at a time a couple times a year). It is well known at this point that extended crunch reduces productivity to the point of being useless.
One thing I would highly recommend against in any position is putting in extra hours to complete your work faster, appear more productive, and move up the promotion ladder faster. That is a great way to burn yourself out.
A lot of the time, by the time you hear that ABC place is the really cool place to be, the people who made it a really cool place to be have moved on to other locations, having been replaced by other people who have all these other ideas as to how a shop should run (which do not involve being cool), and now that really cool place to be is now "meh, not so much" similar to investing is stocks, by the time the mass market gets in on it you may be on the wrong side of the curve.
"It is a greater offense to steal men's labor, than their clothes"
Well he said "I know that he should take the job." Should -- in order to what? Be happy according to the OP's view of the world? IMO, he can say "if you take the job, so and so is likely to happen; if you go into gaming, so and so is likely to happen." That is all. The choice of one or the other (or something else) is only his friend's to make.
I know I am late to this thread and not having spent the time to read all the replies I am sure I'm simply repeating what others have probably posted. Even so! I must have my say!! Anyway, if the friend takes your advice and regrets it, it is YOUR fault. It isn't really, as he would have made the decision and should be responsible for it, but that is simply how human nature works. The friend should follow their heart. Yeah, it's probably a grind. Yeah, working for Blizzard may seem to some to be the worst thing ever. But maybe your friend is up for that kind of abuse and will actually thrive on it. I threw an entire career in IT out for a chance, just a chance mind you, to get in to medical school...and it worked! Now I work 80+ hours and will for many years. But I am very, very happy doing what I am doing. People who took the easy and secure route have no idea what I am talking about. I have no retirement and will barely make enough to retire because I am entering the field much later than my colleagues. And there is plenty of abuse at work. But I survived my intern year and things can only get better. Probably its like that as an intern game programmer. Things will only get better. But if it doesn't work out, chances are that if he got a 70k offer right out of school, he'll probably do even better in a year with 80+ hour weeks under his belt, willing and able to do more that he could've just out of school. So don't discourage your friend. Sure, tell him what it's like, then say, "but you know what, if anybody can do it, you can." It is cheesy, sure, but it is true - good, friendly support and encouragement goes a long, long way.
Agreed, it may be difficult to change directions once employed, but it is possible (I once worked with someone who resigned a programming job because she'd just got a job with the police - something she'd always wanted to do. Someone else gave up a project management job to do a Radiography degree. And others I've known have resigned to travel the world for a year).
Agreed, it is possible to change career direction - particularly if you are strongly motivated for the new career, and have savings and/or other backup.
I think the trick is not to get "locked in". In this case I would possibly advise to take the job that is definitely there, but tread lightly until you get the job you want. Don't buy a house, don't get married, and don't have children, until it is certain that the games programming job isn't going to materialise.
I really liked this observation! Indeed, when you are young and independent is the best time to take a risk with your career. While it is never easy to change direction, it is certainly easier now than it is once you are financially locked in. After that, it'll be twenty years - if you are lucky!
In the end, an interim job is better than no job at all (or flipping burgers).
That seems to be the unanimous advice here.
I'm a software visionary. I don't code.
If so, video games might not be the industry for him.
In SOVIET RUSSIA... erm...NSA AMERICA, the Internet logs onto YOU!
The gaming job is not guaranteed, the electronics one is.
If you are a good friend your ONLY advice is to take the electronics job now and then apply for the games job. Telling him to turn down a promised job and shoot for his dreams will only mean you will probably have your friend sleeping on your couch because he is jobless and broke.
Not sure of many gaming companies that are going to hire someone straight out of college unless he has a pretty damn good portfolio of his own independent gaming projects to showcase. Even if they do hire right away then all he is going to get is a menial junior level Q/A position or such and may not even touch a line of code for years. Probably not going to get 70k doing it either.
Instead he could work on his own side projects and get some real experience programming for another company and then apply as a much more attractive hire in a few years and skip the menial BS.
I mean, if he applies for and gets a real dev position then there is nothing wrong with dropping the electronics job and going for a gaming job, even if the timeline is like 3 months. But I think it will be a lot longer and far less likely to land that dream game job right away.
I haven't thought of anything clever to put here, but then again most of you haven't either.