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Stress Is Driving Developers From the Video Game Industry

Nerval's Lobster writes: For video game developers, life can be tough. The working hours are long, with vicious bursts of so-called "crunch time," in which developers may pull consecutive all-nighters in order to finish a project—all without overtime pay. According to the International Game Developers Association (IGDA) Developer Satisfaction Survey (PDF), many developers aren't enduring those work conditions for the money: Nearly 50 percent of respondents earned less than $50,000 annually. Faced with what many perceive as draconian working conditions, many developers are taking their skills and leaving video games for another technology sector. The hard and soft skills that go into producing video games—from knowledge of programming languages to aptitude for handling irate managers—will work just as well in many aspects of conventional software-building. Fortunately, leaving the video-game industry doesn't have to be a permanent exile; many developers find themselves pulled back in at some point, out of simple passion for the craft.

336 comments

  1. That's not all by Anonymous Coward · · Score: 0, Troll

    Women and minority developers are also being driven out of this industry because it is an inherently racist, sexist, misogynist boy's club.

    1. Re:That's not all by Totenglocke · · Score: 2, Insightful

      [citation needed]

      --
      "The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants." ~Thomas Jefferson
    2. Re:That's not all by ShanghaiBill · · Score: 5, Insightful

      Women and minority developers are also being driven out of this industry because it is an inherently racist, sexist, misogynist boy's club.

      Baloney. Women are repelled by the long hours and low pay. The game industry has plenty of minorities, unless you are using "minority" as a code word for "black". I have friends in the video game industry, and it has always amazed me how they can get so many talented people for such low pay and horrible conditions. But many guys (and very few gals) dream of being a game programmer, so they have them lining up at the door. My 12 year old son spent the entire weekend writing Mindcraft mods in Python, and wants to be a professional game programmer when he grows up.

    3. Re:That's not all by bobbied · · Score: 3, Insightful

      [citation needed]

      No it's not... At least for the people who wish to fan the flames of social discord.... Or for those being sarcastic..

      --
      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    4. Re:That's not all by Anonymous Coward · · Score: 0

      > Women are repelled by the long hours and low pay.

      And men aren't?

    5. Re:That's not all by Anonymous Coward · · Score: 1

      This it true in many shops. Modded down by sexists I assume.

    6. Re:That's not all by Anonymous Coward · · Score: 0, Funny

      http://lmgtfy.com/?q=sexism+in+the+video+game+industry

    7. Re: That's not all by Anonymous Coward · · Score: 5, Insightful

      Men - especially young men - lack scope. They're thrilled by the thought of doing their "dream job", playing with cool toys and whatever, and forgetting a job is just a means to an end. By the time they find out it's too late, they're burned out, about to be replaced and with no safety net whatsoever. Computers are for chumps. There may be some smart and lucky ones but the rest is in for a miserable ride.

    8. Re:That's not all by Opportunist · · Score: 0

      Could everyone who gives a shit please raise his hand? Well?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:That's not all by Anonymous Coward · · Score: 0

      Men tend to be more willing to work long hours, yes. That's been my experience as well.

    10. Re:That's not all by SirSlud · · Score: 1, Insightful

      > I have friends in the video game industry

      Yeah well, I work in it, so I'll thank you for not speaking for us. It is inherently a pretty tough environment for a lot of women, and I've worked outside of the game industry with similar male to female ratios. The work environment and what's considered professional to talk about and what's permissible in the work environment is not the same.

      Guys that work in games are also incredibly defensive about this - they seem to take it as an attack on their character, in addition to somehow thinking this is the correct way to progress towards more women not wanting to work in these environments, so pardon me if I call bullshit on your anecdotal evidence. I assume your son won't mind managers drawing penises on whiteboards for fun or plastering each others wallpapers with porn - could you say the same thing if you had a daughter who wanted to work at a typical studio? Game studios let a ton of shit slide that wouldn't be tolerated in other industries.

      And hey, I'm not personally offended by that kinda shit - I'm a guy. But the upside of that workplace freedom does cost us a certain amount of access to qualified female engineers.

      --
      "Old man yells at systemd"
    11. Re:That's not all by bmo · · Score: 5, Insightful

      Men aren't supposed to be repelled.

      It's the workaholic ethic many men grow up with.

      You might think sexism is only discrimination against women. Men are the victims of sexism just as much, on the basis that they're supposed to be strong, macho, invincible in the face of adversity.

      "Long hours? You don't like long hours? What kind of a pussy are you? You're not a team player. Your last paycheck will be Friday."

      or...

      (I heard this from one of my supervisors. It's something straight out of Dilbert:) "Taking unpaid personal time is stealing from the company."

      These attitudes are rampant not only in game publishers but in manufacturing and everything else.

      And we're supposed to just put up with it. Because we're not pussies.

      --
      BMO

    12. Re:That's not all by ShanghaiBill · · Score: 3, Interesting

      > Women are repelled by the long hours and low pay.

      And men aren't?

      Correct. Men, especially unattached young men, are far more willing to work long hours. When I was in my 20s and early 30s, I regularly worked 80+ hours per week, and kept a sleeping pad and shaving kit at work. Many of my male co-workers did the same. Our employer encouraged this behavior by providing a shower, a kitchen, and free pizza for anyone still working at 9pm.

    13. Re: That's not all by RabidReindeer · · Score: 1

      I'm not normally a proponent of this sort of work-life imbalance. But we're talking video games here, and the cliché is that long crunches are how (some of) the customers actually do use the product.

      Abstractly, getting paid straight time for overtime stretches with possible health effects to boot should command a premium. Realistically, I fear that the people involved are getting part of their "pay" in early-release game experience instead of something that can pay their rent or build towards retirement.

      Companies won't care if they drive employees away, though. Not unless the rate of new (and cheap) applicants drops below the rate at which people leave.

    14. Re:That's not all by Anonymous Coward · · Score: 0

      You have to keep in mind that Slashdot is as full of misogynistic, reactionary, hopeless square-pegs as any right-wing nutjob site. Rejection has warped these neck-beards.

    15. Re:That's not all by LaurenCates · · Score: 5, Insightful

      And I'll call bullshit on the sexist (and heteronormative) notion that women can't handle the idea of porn. That we're all so scared of guys liking porn and sharing porn that it's scaring us out of male-dominated fields.

      Aside from that, if porn is the thing that alters your life plan, then your life plan wasn't that good to begin with.

      You may need to find a new job, but there is a substantial difference between saying the industry is sexist versus a single studio being sexist.

      --
      Some people don't believe in fairies. I don't believe in The Patriarchy.
    16. Re:That's not all by Anonymous Coward · · Score: 0

      I wonder how many developers gave up simply because they tired of being trolled by their players. I remember reading an article recently about that exact problem.

    17. Re:That's not all by Jason+Levine · · Score: 5, Insightful

      This attitude also comes into play when you start a family. It is thought of as natural for women to want to take some time off after the baby is born. (Though, maternity leave isn't guaranteed in the US. Some companies still expect you to push out the baby and get back to work.) However, if a man wants to take some time off to help out his wife (exhausted from the birth) and new baby, many people will think of him as neglecting his "duties" to waste time with his family.

      Example: The case of ballplayer Daniel Murphy who missed opening day when his son was born. Some radio hosts said that he should have been at opening day and not with his family. The hosts even went to far as to claim that his wife should have scheduled a C-Section before the season began so that he wouldn't miss any games. Yup, let's put his wife through an invasive, likely-unnecessary surgical procedure just so he doesn't stop hitting a ball with a stick. Where are some people's priorities?

      I was lucky that my company let me take time off, though it was pulling time from my vacation/sick days. My company could just as easily have said "No time off for you. Get back to work now!"

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    18. Re:That's not all by Infiniti2000 · · Score: 2, Insightful

      Should mod parent up and GP down. I'm with Lauren. Regarding GP, when he says "And hey, I'm not personally offended by that kinda shit - I'm a guy." I'm offended by this. I'm a guy and I'm not just offended by that behavior ("that kinda shit") but especially by that sexist comment. "I'm a guy" supposedly means that you shouldn't be offended by it? That's exactly the behavior the OP is talking about, albeit it's a generally pervasive problem and nothing to do with gaming industry. Guy or not, you may or may not be offended by it. By virtue of you thinking that "I'm a guy" shouldn't be offended by it--that's the problem.

    19. Re:That's not all by Anonymous Coward · · Score: 0

      #noflynosub

      Someone was posting that to every post mentioning WoW in the "Gaming Hall of Fame" thread (and since WoW was an inductee, there were a bunch of them). For those who don't know (which is hopefully most of you), Blizzard has decided that "flying mounts" create too many game play problems to be worth dealing with and are not going to be creating more zones where players can fly.

      This has resulted in a massive troll campaign #noflynosub where people are getting really, really mad about Blizzard making a game play decision that's likely to improve the game.

      So, yeah, gamers suck. Just about everything gets some crowd furious with the developers. Frequently it doesn't matter what the developers do, they'll just piss off a different group of people. See the other obvious hashtag war, where two warring groups of gamers will doxx and troll any developer who doesn't side with them. There's no middle ground, if you're a game developer who doesn't want to pick a side, you'll just get BOTH sides mad at you.

      I'm not surprised game developers are leaving the field. Modern gaming and modern gamers suck.

    20. Re:That's not all by Anonymous Coward · · Score: 0

      http://lmgtfy.com/?q=bullshit

    21. Re:That's not all by Anonymous Coward · · Score: 0

      Jeez, free pizza. Great.

    22. Re:That's not all by Anonymous Coward · · Score: 0

      I assume your son won't mind managers drawing penises on whiteboards for fun or plastering each others wallpapers with porn

      I also work in the video game industry and I have never seen this.

    23. Re:That's not all by antiperimetaparalogo · · Score: 0
      I like to read signs! And i'm proud both for your (Score:5, Informative) comment AND the moderators (R.I.P., since i guess that was looong time ago...) - sorry for the off-topic, i wanted to write you about it from the first time i read it.

      Anyway, back on-topic: SJWs suck.

      --
      Antisthenes: "Wisdom begins by examining the words/names." - excuse my English, i am (slightly...) better with my Greek!
    24. Re:That's not all by SirSlud · · Score: 3, Insightful

      Many humans can handle porn. But for some reason, they seem to prefer seeing the kind of porn they want to see, and generally in a private environment, not plastered on computer screens at work. I apologize if that came off as hetronormative - I just mean that the *multiple studios I've work at* have had work environments that are exactly that: full of guys who think that the word hetronormative is imaginary PC bullshit. What you think should be tolerated (ie: all porn, of all kinds, I presume?) is exactly what professionalism seeks to address and what lacks in these work environments. But in the ways that these environments are unprofessional, it is exclusively geared towards male hetro guys who seem to freakout at the very concept of hetronomativity. (Presumably you would be fine with most of your co-workers laughing at you and calling you an SJW .. it's a very off-putting element of many of my colleagues in this industry to me. I'm not saying it's all bad. Plenty of good inclusive environments in gaming exist - I'm only saying that they're still the exception.)

      I'm sure that the solution is just to hope that everyone gets all mature and never gets offended or bothered by the lack of professionalism and sometimes downright hostile environment in some studios.

      And I don't need to find a new job. I've worked in this industry for years and year, and I enjoy it. What's next - I don't like a law, and your suggestion is that I move somewhere else?

      --
      "Old man yells at systemd"
    25. Re:That's not all by fluffernutter · · Score: 1

      I hope you teach your son that having dreams makes you weak.

      --
      Laws are rules for the court, but merely a bottom bar to hit for life. Think beyond laws in your actions always.
    26. Re:That's not all by SirSlud · · Score: 1, Troll

      No, the problem is that we're talking about the game industry, and it's more pervasive in game studios than it is in many other engineering environments. If you want to counter that argument, go for it. Nobody gets anywhere by trying to solve the issue of humans robbing each other by just going, "Well, it's a persuasive problem, so we should just ignore places where it happens more often than others. We'll just solve robberies by somehow making it never happen again."

      --
      "Old man yells at systemd"
    27. Re: That's not all by __aaclcg7560 · · Score: 1

      By the time they find out it's too late, they're burned out, about to be replaced and with no safety net whatsoever.

      This is when they figured out that they blew all their overtime pay on worthless video game gear and toys.

    28. Re:That's not all by Anonymous Coward · · Score: 1

      Or, to put it another way, people who believe in merit and rational thought. I get it, I'm a misogynist because I think women should enter the industry based on their passion and be judged on the merit of their work, not on their vagina. I know, I'm terrible for having a penis. Thank you for letting me know. Now please fuck off and let those of us who believe in evidence work to improve the world rather than trying to turn it into some hug box where everyone is "equal."

    29. Re:That's not all by Anonymous Coward · · Score: 0

      Yeah well, I work in it, so I'll thank you for not speaking for us.

      I'll thank you for not speaking for the entire industry as a whole, because your anecdotal evidence does not hold true in my neck of the woods. Although one time my art director slipped Dickbutt into a parallax map because she thought it'd be funny. None of us were offended, but a few didn't understand it.

    30. Re: That's not all by Rakarra · · Score: 5, Insightful

      A job is NOT "just a means to an end."

      It's something you're going to be doing for the majority of your waking life. It really pays to find something that you like doing.
      Going for your dream job is a fantastic move. Passion for your job is a positive. However, you can't let passion blind you either -- when considering that your 'dream job' pays little for terrible working conditions, it might pay to be pragmatic and avoid the industry. They can only get away with such conditions because so many are willing to put up with it.

    31. Re:That's not all by Hevel-Varik · · Score: 1

      Human beings that are healthy do not expose themselves to porn. There is no handling porn.

    32. Re:That's not all by Moheeheeko · · Score: 1

      It really isn't. Whats happening here is that Hipster douchebags are tying push an agenda or make "videogame art" instead of makinging FUN games. When people respond negatively these hipsters scream "SEXISM, MYSOGINY" The steam refund outcry from indie devs is a prime example of this.

    33. Re:That's not all by Moheeheeko · · Score: 1

      Not really, but the ones who are dont make it a gender issue. There are lots and lots of Professional Victim Feminists in the industry these days

    34. Re:That's not all by Moheeheeko · · Score: 2

      This is incredibly true. I work in high tech manufacturing and I get sideways glares all the time from people because I dont work overtime like most of the other men do. I earn enough to live by working 40 a week, but apparently that's not good enough for my coworkers. Of course none of the women I work with who dont work OT never get this treatment.

    35. Re:That's not all by LaurenCates · · Score: 3, Insightful

      The point I was replying to was not that porn should be in the workplace, but whether or not women are affected differently by it. Are women going to need a fainting couch put in because work isn't a "safe space", because the "guys" have had a long day and have dropped the appearance of propriety, or are they going to grow up and deal with it like an adult?

      Moreover, it's a tried-and-true business practice to not linger where you're not appreciated. If you're never going to get promoted, or get a raise, or internal office politics are going to kill morale, what do you do? Do you bitch and moan? Do you start trouble? Or do you find someplace else where things are more stable?

      I've found that the best option tends to be the last one in virtually all cases. Don't burn bridges, just say "sorry it didn't work out" and move on.

      --
      Some people don't believe in fairies. I don't believe in The Patriarchy.
    36. Re:That's not all by Anonymous Coward · · Score: 0

      So basically, you responded to his anecdotes with......your anecdotes.

      I'm not sure what you were trying to accomplish here.

    37. Re:That's not all by Dr_Barnowl · · Score: 1

      > When people respond negatively

      When they do, they don't usually respond with "This is a shit game!" and leave it at that.

      They respond with a tirade directed against the minority they think has wronged them in some way.

      They may well be right - the game might have been written to push an agenda rather than just be fun. But they also lack the mental maturity to realise that if they don't want this to happen, giving this game, that they feel opposes and threatens the stability of their world view, the oxygen of a thousand vile hate comments, the attention that doxxing and SWATting people attracts, well, that's the worst thing they could have done.

      The appropriate thing to do for a game you dislike is to thumb down it and demand a refund.

      Here's a thought - what if these works ARE #GamerGateBait placed there by "SJWs"? Aren't they being spectacularly successful? WHY are they being successful? Answer : because the attitudes they are exposing are not generally considered acceptable.

    38. Re:That's not all by Shadow+of+Eternity · · Score: 1, Troll

      Shush woman, can't you see a man is trying to tell you how offended and hurt your pure and virginal senses are and how badly oppressed you are? Don't you see this man knows your life better than you? Be oppressed!

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    39. Re:That's not all by Falos · · Score: 1, Interesting

      Males are also considered expendable. I'm not whining (as in, I'm just observing the fact), but it's expected that males get the last lifeboat, if any. Which is kinda the correct answer in a survival situation, biology says protect the more-valuable factories, the half that has the hatcheries.

      I imagine it's rare for the effect to surface plainly - leaping in front of bullets is for movies. But it does skew expectations less consciously. So for anyone who applies their time after equality, it reasons that it belongs on the checklist.

    40. Re:That's not all by ShanghaiBill · · Score: 1

      There are lots and lots of Professional Victim Feminists in the industry these days

      My perception is that there are almost none. Most women in the industry focus on getting their jobs done. Nearly all the vocal SJWs are not even techs, but people complaining and finger pointing from the outside.

      The only "insider" I can even think of is Ellen Pao, and she wasn't a tech, but a lawyer, who happened to work for a VC that invested in tech.

    41. Re:That's not all by Anonymous Coward · · Score: 0

      I'm gonna get modded down for this, but I have to add that these places are usually hyper-echo chambers of socially inept behaviour.

      When a huge proportion of workers in a work environment have no clue how to properly socially interact, their behaviour is reinforced as the "norm" in that working environment. So all the repugnant and toxic stuff, like porn desktop wallpapers, which would be considered fireable offenses in normal workplaces, become "just how things are" in these places.

    42. Re:That's not all by Anonymous Coward · · Score: 0

      "I have friends in the video game industry"
      Famous last words. Much like Steven Colbert justifying his diversity with his one black friend skit (as Irony, cause he is diverse).

      I have friends in the game industry too, and they all take in triple figures. Every survey is a red herring when it comes to this industry, people make buku bucks compared to a real 50k/yr job, like a UPS driver. But the hours kill their hourly rate, much like they are making 50K/yr cause they work double+ the hours. Game devs are smart folks, so they report their true hours via hourly rate.

      Hence it's funny they declare the fact they make 50k/yr, but still drive that shiny new BMW to the office. Yearly salary isn't the only factor.

    43. Re: That's not all by Anonymous Coward · · Score: 0

      Day care assistant is a 'real career'?

    44. Re:That's not all by rogoshen1 · · Score: 1

      Many of them choose to be mothers, even longer hours, and zero pay.

      When it comes down to it, a PHB is not much different than squalling newborn -- the way I see it, there should be more women in development.

    45. Re:That's not all by Dutch+Gun · · Score: 5, Informative

      Women and minority developers are also being driven out of this industry because it is an inherently racist, sexist, misogynist boy's club.

      Professional videogame programmer here, closing in on two decades in the industry. My thoughts, if anyone cares...

      Don't confuse a few unpleasant but vocal gamers with videogame industry professionals. I've never seen any such behavior among my professional peers. Female programmers (and audio specialists, oddly) are somewhat rare, but there are lots of very talented female artists, writers, and designers that I've worked with over the years. I'm closing in on two decades in the industry, and there are more females developers than ever. Some minorities are still underrepresented, but that's slowly changing as well. The industry wants talented and creative individuals. It has absolutely nothing to do with institutionalized racism or sexism, as far as I can tell. I'm sure it probably exists out there, but I've never seen it personally.

      The story of people getting exploited, stressed out, and quitting the industry is nothing new. Lots of people quit the videogame industry, because yes, it is stressful. It's got highly complex, multimillion dollar projects with a fixed deadline, and that means things are going to get stressful before the ship date. Of course, when a company forces people to crunch for months at a time (or even years in some horrible death marches), that's crappy management. Nine months of 80 hour weeks? That's abuse, pure and simple. For the love of God, find a new job NOW. I'd quit the industry as well if that was my only alternative. But it's not. Not every company abuses their workers like that, believe it or not. But if you don't think you're going to be putting in some long hours at the end of a three to five year project, that seems a little optimistic.

      Also, to clarify, very few developers earn under $50K. A better indication is the annual Game Developer Salary Survey, which states the average salary is a bit over $83K. Keep in mind when you break this down by job, the differences are made clear. Programmers average $93K, for instance. If you've been in the industry for a decade or two, you can earn quite a bit more than that. QA *average* about $53K, so I'm guessing the Dice writers were talking mostly to QA, who unfortunately tend to get the raw end of the industry stick in just about every way, being the least skilled of the labor pool and often hired as short-term temps (but again, this isn't universal either).

      Frankly, I absolutely love my job, and can't imagine doing anything else. I'm aware that I could probably earn more money in a different industry, but I still earn a good living and absolutely love what I do. I'd rather not get painted as a victim, because I feel pretty fortunate. There are a lot of guys that work far harder than me digging ditches in the hot sun or freezing rain and earning a hell of a lot less for it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    46. Re: That's not all by Darinbob · · Score: 1

      Too many people thinking "game development sounds cooool!" Which is true, it sounds cool, and on paper it actually could be. The problem is the reality of the constant never ending demand to ship as soon as possible. Crunch time is normal time, not an exception. You don't start the job as the person who gets to design the games, you start doing the grunt work. When you just barely start to get your feet wet then you get fired, or the entire company goes belly up (which is surprisingly often). The game companies with good reputations tend to be small with a high instability, game companies with steady revenue tend to be the ones people hate and they tend to farm out the work to the first type of company anyway. When your great big game project is over and it's successful, be prepared to be laid off.

      Modern game design is very different anyway. Generally the hard stuff like the engine is borrowed from someone else, and the game "devs" are just doing the artwork and scripting (only possible way that a hackathon could have a game produced over a weekend). The same as most application development being on top of a browser now. The developers who do the optimization are pretty few; like him or hate him, the John Carmack style game programmers of the world are dying out.

      I've got a passion for programming. But I would never take that passion to a job where I'm doing UML all day, or to a place that uses javascript, or where I'm creating something I don't care about. Of course, if someone loves games then that can help smooth over the dull and annoying parts of the job.

    47. Re: That's not all by 0100010001010011 · · Score: 1

      Men - especially young men - lack scope

      See also oil boom towns. You had people walking out of highschool into 6-figure welding jobs and they spent it all on lift kits for their trucks and snowmobiles & ATVs.

      If you want some cheap 'toys' head to the Canada oil sands.

    48. Re:That's not all by 0100010001010011 · · Score: 1

      I work from home and my wife took 3 months off.

      I couldn't imagine not spending this time here. I VPN into work. Do an on site visit once a month and for the most part communicate by phone and e-mail.

    49. Re:That's not all by Anonymous Coward · · Score: 0

      Biology says no such thing.

    50. Re:That's not all by Anonymous Coward · · Score: 0

      Which is kinda the correct answer in a survival situation, biology says protect the more-valuable factories, the half that has the hatcheries.
       

      Yeahhhhh let's worry about that when there's not 7 billion of us.

    51. Re:That's not all by Darinbob · · Score: 1

      A lot of that attitude is self imposed. I've never seen any manager ever demand overtime, except once (and he wasn't a direct report so I told him I was taking christmas holidays whether he liked it or not). But I do see employees who seem to think that they're required to work the long hours even though no one has asked this. 90% of the staff will take off at 5 or 6, but they'll stay at work and when they do go home they may drag a box of equipment with them. Then they will occasionally pipe up with "my wife thinks I work too long, I wish she'd stop annoying me about that".

      Companies do some things to trick people into working like this. First there is the stock options which are almost never going to amount to enough money to justify the effort, more typical is that they give you the equivalent of a nice bonus. Second is that managers give you a work load based upon how much you tend to do, so if you never push back and say "no" then the workload tends to grow over time. And third, always make it the employee's personal choice, so you say things like "we're in a bind here, can you work over the weekend?" rather than say "you have to come in on the weekend".

    52. Re:That's not all by Darinbob · · Score: 1

      I have found that sometimes it's because the younger men don't have the excuse. The boss asks for volunteers, and you end up being the only one without a family or other prior commitments. But as soon as you're married you can say "can't, the inlaws are coming in tonight" and no one will argue with you.

    53. Re:That's not all by Mr.+Shotgun · · Score: 1

      http://lmgtfy.com/?q=sexism+in...

      So google search results are considered proof now?
      Oh my this sounds fun.
      http://lmgtfy.com/?q=obama+is+...
      Hmm, seems that Obama is a muslim, who knew?
      http://lmgtfy.com/?q=glenn+bec...
      and Glenn beck killed a puppy, that rat bastard.
      http://lmgtfy.com/?q=illuminat...
      And now I confirmed the illuminati are real, ye gods the truth is blinding!
      http://lmgtfy.com/?q=I+am+a+se...
      Damn straight.

      --
      Of all tyrannies, a tyranny sincerely exercised for the (supposed) good of its victims may be the most oppressive
    54. Re:That's not all by Falos · · Score: 1

      Doublepost to provide inconsequential concessions:

      - Physiology "presents itself" in an arrangement that's adapted for, beyond other design, the prioritization of what is objectively most central to reproducing a species and sustaining genetic diversity. It's ubiquitous because like most adaptations, it follows the one-way road of optimization. Oops, metaphored again.

      - Expendability scenarios will present themselves in circumstances softer than extinction. Regardless of what cultures decided was appropriate in the past, or decides tomorrow, the response is asymmetric today. I won't express an opinion on whether the asymmetry is right or wrong, but equality advocates have theirs predetermined. By definition.

    55. Re:That's not all by Anonymous Coward · · Score: 0

      Rejection has warped these neck-beards.

      Congratulations, you may have said the most sexist thing in this thread.

    56. Re: That's not all by Anonymous Coward · · Score: 0

      Yes it does, shitboy.

    57. Re:That's not all by Anonymous Coward · · Score: 0

      I work in a male-majority workplace, but I've seen more pornography (just at the sexy-calendar level) of men, owned by women, than the reverse. How does this fit into your worldview? Are you prepared to apply equal standards, and lambast the women for creating a hostile working environment for the men?

      (For the record, I don't have a problem with the calendars. I was a little put off when one co-worker kept pointing out her calendar of buff topless guys to me, and left it on my desk when I was away, but I assume it was just her clueless way of hitting on me, and way, way short of anything that would merit a formal complaint.)

    58. Re: That's not all by Anonymous Coward · · Score: 0

      How the hell was this moderated "informative"?

    59. Re: That's not all by bronney · · Score: 1

      What is this? Stop your whining and get back to work! ;)

    60. Re:That's not all by Anonymous Coward · · Score: 0

      I was a QA Director for 2 big devs and came up in games QA. Aside from the odd company with so much money they don't know what to do with it all (Riot for instance), most game companies are offering mid - senior QA staff less than 50k salaries these days and most of them were trying to offer me ~60k for directors positions. The industry pay grade has taken a dive pretty much across the board. I've since moved on to the business sector where I can put in 40 hours a week and get payed almost 3 times that offer. I keep in touch with many developers including programmers and art folks, some in management, some not. From Naughty Dog to Blizzard to Riot to various indie devs, not a single one of them are making over 100k right now. I have always had problems with gamasutra's salary surveys because I've never actually seen or spoken to people who are making those averages, let alone making the higher offsets that must be assumed in order for those averages to come out like that. I've spoken to some of the guys at gamasutra and they seemed to indicate that they understood they were more likely to get survey results from people higher-up or more satisfied with their situation. They know most people aren't super happy with their jobs or pay, but especially in this industry, most people are afraid to talk about it. With all the non-competes, NDAs, and threats of legal action for speaking out that doesn't surprise me.

      Suffice to say, I only have anecdotal evidence that contradicts those studies, but I think those studies are little more than a small sampling of anecdotes. I would be interested in knowing if you reached out to other companies to see what they would pay you (and you aren't a big name or some specialized skillset like graphics pipeline engineer for BIGENGINE), if they would be anywhere near your expectation based on the survey results. I know that most people would be hard-pressed to find a non-management QA role paying anywhere near 50k and out of the 200 or so Engineers I've seen financial info for I can say that less than 5 were ever paid over 90k. That hardly makes it seem viable as an average for the industry. The games industry pays less than other software industries. That's just a fact of life in that industry. The interesting thing is that other industries have more workers, pay more, and make less overall gross than the games industry. Activision | Blizzard made over $ 800 m in profit last year (net profit, post taxes) and only have 6,700 employees. They could give every employee a 20k raise and barely dent their profit margin (16.75%), much less their coffers. But they don't, because the games industry pays shit and rakes in cash hand over fist.

      I worked for a year at a company that helped make a large IP game. I saw the financials of that contract and the company was charging $120/hr for every head on the project. They were paying an average of $30/hr to the team (QA ~ 15-20; Engineering ~ 30-35; Art ~ 20-25; Production ~ 20-45). Even factoring in extra overhead, taxes, benefits, building costs, infrastructure, etc. the company was making over $50/hr profit from that contract for normal 40 hour work weeks. Once you add in the OT not being covered (salary), they were netting over $70 profit per manhour as an overall average for the entire year. With a 40 person team, that's $2800 per hour in company profit, but they were still unwilling to pay employees more. This is just one example out of almost a dozen I could give you. After more than 30 years in the industry I have never seen the rose colored shores of high-paying games jobs that other people claim exist. To me, it's a purple elephant. The industry in my experience is a sifter where the money comes in and only the small bits fall out the other side.

    61. Re: That's not all by Anonymous Coward · · Score: 0

      If you'd even glanced at the survey, you'd see that the number of both women and minorities has been increasing' not decreasing.

    62. Re:That's not all by keithrc · · Score: 1

      Or do you find someplace else where things are more stable?

      I've found that the best option tends to be the last one in virtually all cases. Don't burn bridges, just say "sorry it didn't work out" and move on.

      That's exactly what women are doing... and that's exactly the problem.

      If you accept the premise that in a healthy workplace is one that generally reflects the population in general (a controversial proposition, I understand) then anything that creates a barrier for part of that population to be there- by their choice or not- is a problem.

    63. Re:That's not all by Ol+Olsoc · · Score: 1

      Baloney. Women are repelled by the long hours and low pay.

      I'm surprised that a response that I would go "whoosh" at got a +5.

      Because we all know the real reason is systemd.

      --
      The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
    64. Re: That's not all by Ol+Olsoc · · Score: 1

      A job is NOT "just a means to an end."

      It's something you're going to be doing for the majority of your waking life. It really pays to find something that you like doing.

      Pretty young, and/or lucky aren't ya?

      Life doesn't work that way, and there is a name for folks who insist on loving their job.

      Unemployed.

      Or very, very lucky.

      --
      The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
    65. Re:That's not all by Ol+Olsoc · · Score: 1

      This attitude also comes into play when you start a family. It is thought of as natural for women to want to take some time off after the baby is born. (Though, maternity leave isn't guaranteed in the US. Some companies still expect you to push out the baby and get back to work.) However, if a man wants to take some time off to help out his wife (exhausted from the birth) and new baby, many people will think of him as neglecting his "duties" t

      If you don't want to have much, it doesn't take much money. Stand up for yourself, and don't let the man tell you what to do.

      If you work at McDonald's or a greasy spoon, you can quit and take off all the time you want. Then after a while, you can get a new job at McDonald's or another greasy spoon.

      Problem is, there is someone who is willing to put in the time you won't.

      Let's play, th e"You're the boss" game....

      You have two people working for you. One is a member of the Duggar family, and is well on the way to 19 children. He wants off three months every 9 months.

      The other is a personwho works a normal 40 hours a week, and takes the vacation allotted every year.

      Who ya gonna keep if there is a business turndown? One full time employee, or end up with no employees at all for three mounths out of every year?

      That's how life works. I'm willing to work full time and do what it takes to get the job done. Always was. The folks who needed time off all the time eventually got all their time off. So sue me.

      You folks think that somehow work ethic is bad. People with work ethic know that some folks are lazy.

      --
      The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
    66. Re:That's not all by Ol+Olsoc · · Score: 1

      This is incredibly true. I work in high tech manufacturing and I get sideways glares all the time from people because I dont work overtime like most of the other men do. I earn enough to live by working 40 a week, but apparently that's not good enough for my coworkers. Of course none of the women I work with who dont work OT never get this treatment.

      Don't worry, when there is a downturn they'll be certain to keep you on staff, and shitcan one of those stupid people who works overtime. That's how business works, you know.

      --
      The shepherds did so well protecting the flock that the sheep no longer believed that wolves existed.
    67. Re:That's not all by Chelloveck · · Score: 1

      I'd rather not get painted as a victim, because I feel pretty fortunate.

      That's called "Stockholm Syndrome". Call me if you need help. If you can't talk because someone else is in your dingy little cubicle just pretend like you're ordering pizza and I'll know.

      Seriously, I was in the video game industry for a few years back in the mid 90s. I worked at one place that was great, another that was absolutely freakin' miserable. Strangely both had roughly the same hours and pay; the difference was in the people. The first place was full of people who loved what they were doing and management that more or less supported them at it. The second place had the morale of a slave galley and a management to match.

      And the headline "Stress is driving developers away" was old news even then.

      --
      Chelloveck
      I give up on debugging. From now on, SIGSEGV is a feature.
    68. Re: That's not all by Anonymous Coward · · Score: 0

      This comment just gave me cancer what dumb shit, cry more

    69. Re:That's not all by Dutch+Gun · · Score: 1

      That's called "Stockholm Syndrome".

      No, it's called "I don't work for employers who abuse their employees". Although, technically, now I work for ME, as I'm an independent contractor and developer now, and work out of my home office. I subcontract by the hour now, so if they want me to work insane hours, they'll be paying through the nose for it.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    70. Re:That's not all by Anonymous Coward · · Score: 0

      Racism is not new, it is simple biology. You will not get an Excrement Colored Anthropoid making bright colors and superpictures when their visual capabilities are so limited, the same way India did not invent the Industrial Revolution or China said they invented paper, pen and ink but not the book or Arabs do not want to drop their criminal religious books and practices. Do not expect great ideas or novel creativity from those unless you want to have a con, mismanagement, limitations, etc. in there. Personally I think in videogames it is a disgrace, so much we still play some particular sombre games and bland all light blue games. Maybe if people writing here were very explicit on what kind of people they talk about... does not seem neither writers nor people written about are normal everyday American people but rather the leftovers. By experience, of course.

    71. Re: That's not all by Anonymous Coward · · Score: 0

      Wow! I knew that it was hard to be really inside the game industry, but now I can see it is 'a bit' harder...

    72. Re: That's not all by Pherdnut · · Score: 1

      Strange. I get paid a lot more than I used to yet my primary responsibility is still writing code, which I enjoy doing. If you don't enjoy it, for the love of sanity, don't be a programmer with dreams of "moving up." That would be stupid because you'd resent the hours you weren't getting paid to learn new stuff all the time and you might end up looking down on people you never understood, and who you, man or woman, never had any appreciation for.

    73. Re:That's not all by LaurenCates · · Score: 1

      No, voting with your feet is not a problem at all.

      When you have a choice of making yourself into a very visible person by way of complaint, you run the risk of ruining your career.

      I've always viewed work as much a relationship as I view a relationship with my husband, and ultimately why I married him and not anyone else I've ever dated: if you're constantly struggling to find happiness in that space, maybe you should stop trying so hard and find someplace where happiness comes naturally.

      Now, you might be arguing that workplaces not accepting women is a problem. Which may be correct if you were to generalize and say ALL workplaces, like all men, were the same.

      I say it isn't a problem because there are plenty of workplaces that DO accept women and treat them well.

      And like any good partner, you have to be willing to walk away from yours if your partner isn't meeting your needs.

      --
      Some people don't believe in fairies. I don't believe in The Patriarchy.
    74. Re: That's not all by LaurenCates · · Score: 1

      I don't know, I'd have modded it "funny" by sheer virtue of sarcasm.

      Lighten up, people.

      --
      Some people don't believe in fairies. I don't believe in The Patriarchy.
    75. Re:That's not all by Anonymous Coward · · Score: 0

      I work in the industry. I know many others that work in many of the big studios. Since there are actually very small, finite amount of studios, I'm pretty sure my anecdotal observations actually do represent the industry well. And let's just say the video game industry needs to grow the fuck up.

  2. "Crunch Time" == Bad Project Management by fatboy · · Score: 0

    I wouldn't do "Crunch Time" for $50K/yr unless I was building my chops.

    --
    --fatboy
    1. Re:"Crunch Time" == Bad Project Management by jandrese · · Score: 5, Insightful

      Isn't that how game companies work? They hire fresh faced grads, work them like dogs for a few years and then let them go once they get the skills to demand good pay and reasonable working conditions. Or they just burn out entirely and change professions. That's one reason why there is so little institutional knowledge in game companies and they end up making the same mistakes over and over again.

      --

      I read the internet for the articles.
    2. Re:"Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      I wouldn't do it period.. you pay me for 40 hours a week.. that's what you get. you want more then you pay me more, it is as simple as that.

    3. Re: "Crunch Time" == Bad Project Management by tysonedwards · · Score: 4, Informative

      But they don't pay you for 40 hours per week. They pay you salary, and as such you are paid the same regardless of whether you work 20 hours or 80 hours.

      --
      Thirty four characters live here.
    4. Re: "Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      If that is the case, I choose 20 hours.

    5. Re:"Crunch Time" == Bad Project Management by ottothecow · · Score: 2
      And really, I don't think people making less than $50k/yr as a programmer should qualify to not earn overtime.

      To be exempt, you are supposed to perform exempt job duties. These include things like: Managing employees, hiring/firing, preforming a job involving specialized education (excluding skilled trades...which is more of what programmign is...you don't need a DR's license to be a programmer), or work in administrative support (which core business programmers don't by definition). I suspect a lot of companies bend the "Professional" category to include programmers even though that is really for things like doctors/lawyers/nurses that require specific training and licensing.

      The real problem though is that there is a "Computer Employee Exemption" which throws all of those rules out the window as long as you are a programmer and get paid at least $455 a week. I don't know why programmers are specially carved out....a fresh undergrad getting paid even double that should be getting overtime pay...if you want to work them twice as hard at crunch time...then you should have to pay for it. Even that rule is pretty incongruent. An hourly programmer has to make more than $27.63 to be exempt. Working 40 hour weeks at 27.63 would pay you well over $50k, while a salary of 455 a week gets you 23k a year before you stop being overtime eligible.

      --
      Bottles.
    6. Re: "Crunch Time" == Bad Project Management by bbeagle · · Score: 1

      You don't 'choose' to work 20 hours - you're required to be there 40 hours minimum, PLUS you must complete your projects on time or you're fired. Completing the projects on time makes you pull all-nighters and work 60-80 hours a week. Your boss assigns you work which takes this long to do.

    7. Re:"Crunch Time" == Bad Project Management by Helican · · Score: 0

      ^^ this.

      --
      ~The grand unifying truth is that the State's power to change us now exceeds our power to change the State.
    8. Re: "Crunch Time" == Bad Project Management by Opportunist · · Score: 2

      Then I guess I won't work for them.

      40 hours a week. Occasionally, after we've agreed on it AND it's not your fault (if it is, fuck you! I'll not work myself ot death for your blunders), I'll do more if, and only if, we agree on sensible compensation.

      Sorry. I've seen too many people burn out to even consider the possibility of walking down that road myself. No job on this planet is worth this.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re: "Crunch Time" == Bad Project Management by bsolar · · Score: 2

      So the lack of proper regulation allows companies to screw their employees? Paint me shocked...

      Here companies are mandated by law to pay overtime and if it's after certain hours or above a certain amount it has to be paid *more* than the normal hourly rate. In my current company I was actually forbidden entry on the office on Saturday afternoon since I didn't get the proper authorisation by my manager. When I talked with him he was unwilling to give it to me since overtime on Saturday costs more than due time in the week.

      Basically I never did unpaid overtime in my career, but I hope to in the future: the law protects only employees with a salary under 175K or something.

    10. Re: "Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 1

      You don't 'choose' to work 20 hours - you're required to be there 40 hours minimum, PLUS you must complete your projects on time or you're fired. Completing the projects on time makes you pull all-nighters and work 60-80 hours a week. Your boss assigns you work which takes this long to do.

      And if you don't like it, there are thousands of people overseas who will be glad to work under those conditions. And for a third the pay.

    11. Re: "Crunch Time" == Bad Project Management by Jason+Levine · · Score: 2

      I love the terminology used. You are an "exempt" employee. Usually, when you are exempted from something, it's a good thing. "Everyone needs to go to this boring conference. Bob is exempt, though." "Everyone run three miles today, except Jill who is exempt due to a medical condition." The very definition of exempt is "free from an obligation or liability imposed on others."

      So when you are salaried and not paid by the hour, you are "free from the obligation of collecting overtime pay that is imposed on others." How wonderful of the company to free you from that obligation. You should feel like working another 20 hours this week out of pure gratitude.

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    12. Re:"Crunch Time" == Bad Project Management by aaron4801 · · Score: 5, Insightful

      1. Promise AAA game in 10 months.
      2. Scope out 16 months worth of work with the resources available.
      3. Work a bunch of young, eager (i.e. cheap) developers to the bone.
      4. Profit.
      You say bad project management, but it sounds pretty lucrative for the folks who are actually in management.

    13. Re: "Crunch Time" == Bad Project Management by Jason+Levine · · Score: 2

      When my father was working, he used to bring tons of work home with him every night to do after dinner. Then, he would bring more work home to do every weekend. Once, I asked him why he brought so much work home. He answered "My boss expects a certain level of output from me and I can only keep that up by working nights and weekends." I pointed out that he wasn't being compensated for this and by giving his boss this level of output, he was setting those expectations himself. Still, my father kept working this hard. In the end, all it got him was fired when they decided to give the job to someone else (even though that person likely didn't work as hard) to save money.

      When I began my current job, I made it clear that I wouldn't be bringing work home with me. I was fine with the occasional after-hours emergency work. If a critical system failed and I needed to fix it, that's fine. But I wasn't going to bring coding work home with me so that we could finish the project a week or two early. There was occasional pressure to do more work at home, but I stood firm and made it clear that this was non-negotiable. When I'm home, I'm spending the time with my family or working on my own projects. Just because the company pays me a salary, doesn't mean they own all of my time.

      --
      My sci-fi novel, Ghost Thief, is now available from Amazon.com.
    14. Re:"Crunch Time" == Bad Project Management by Spazmania · · Score: 1

      As long as half the CS grads insisting on trying to become game developers, the game industry will have no trouble continuing to abuse them. If your computer science dream is to write cool games... give up early and get a job where your peers and bosses pay you well and, in many cases, respect you too.

      --
      Moderating "-1, Disagree" is simple censorship. Have the guts to post your opinion.
    15. Re: "Crunch Time" == Bad Project Management by Archangel+Michael · · Score: 1

      So, the lack of spine by employees, allows companies to benefit from screwing their employees.

      You have skills, they are either replaceable machine parts (someone else for you) or you're unique. AND you're always replaceable until you're unique. So, work on being different, and not being a run of the mill cog in a machine. My guess, you'd be happier, less stressed and have a better life. I work to live, not live to work, and I am unique.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    16. Re: "Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      That.

    17. Re: "Crunch Time" == Bad Project Management by BVis · · Score: 1

      If you try to be unique, you get corrected. Sometimes, you get corrected out the door. Companies like interchangeable cogs that don't complain. They don't like being in a situation where an employee has power over their own destiny.

      And I don't know about you, but I've had a hard time in the past paying my mortgage with "spine".

      --
      Never underestimate the power of stupid people in large groups.
    18. Re: "Crunch Time" == Bad Project Management by BVis · · Score: 1

      Just because the company pays me a salary, doesn't mean they own all of my time.

      Actually, it does. At least if you're an "Exempt" employee in the USA. If your employer can fire you for not working at a particular time, then they own that time. There is no rule against an exempt employee being forced to work 24/7. If they say "Work now" and you say "No", you can be fired. Doesn't matter if it's 4 AM on a Sunday, if they say jump, you say how high or you get fired.

      Obviously most employers don't take it that far (something about workers being expensive to replace when they drop dead) but they CAN. Without sane regulation (or viable unions. lol socialism) treating your workers like slave labor is fine just so long as you don't PHYSICALLY chain them to their desks.

      --
      Never underestimate the power of stupid people in large groups.
    19. Re:"Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      Or make a pact with several friends to save as much money as you can for your first ten years working at a non-game software house, then quit your jobs and start a game studio yourselves, knowing full well that you won't make any money for your first two or three years.

    20. Re: "Crunch Time" == Bad Project Management by ArcadeMan · · Score: 1

      And if you don't like it, there are thousands of people overseas who will be glad to work under those conditions. And for a third the pay.

      Ah, so that's where term "third-world" comes from. Thanks!

    21. Re: "Crunch Time" == Bad Project Management by bsolar · · Score: 1

      You can have all the spine you want but it doesn't mean you have the contractual force to avoid getting screwed by a company, especially if you are at the beginning of your career. That's the reason regulation exists to balance out things and also the reason these protections don't apply if your salary is very high: if you get paid so much you supposedly already have enough contractual force without need of additional regulations.

    22. Re:"Crunch Time" == Bad Project Management by RyuuzakiTetsuya · · Score: 4, Insightful
      --
      Non impediti ratione cogitationus.
    23. Re:"Crunch Time" == Bad Project Management by plopez · · Score: 1

      Where I work the 'fresh faced grads' with no experience get more than that by about 40 to 50%. And I am *not* in Silly valley so it is real money. All I can say is that gaming industry programmers are a bunch of suckers. Especially when you break it down hourly and factor in the extra hours. Oh yeah, they should also take the negative impact on their health into account. Good health is priceless.

      --
      putting the 'B' in LGBTQ+
    24. Re: "Crunch Time" == Bad Project Management by plopez · · Score: 1

      That's why we need unions.

      --
      putting the 'B' in LGBTQ+
    25. Re:"Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      This is what happens when the labor supply outstrips demand.

      This is the sort of environment that Big Tech is trying to create with all the CS education initiatives, and the expansion of H1B programs.

      Really, that's all there is to this.

    26. Re:"Crunch Time" == Bad Project Management by nitehawk214 · · Score: 1

      A lot of companies work this way.

      Also, when raises come around, managers are given a fixed pool of money to give out, and told to shrug and say the company has hit hard times when people ask to be compensated.

      --
      I'm a good cook. I'm a fantastic eater. - Steven Brust
    27. Re:"Crunch Time" == Bad Project Management by phantomfive · · Score: 1

      Yeah. Turnover at EA for a long time was 30%. Can you imagine having a third of your employees quit every year? That's kind of insane. But there are always fresh replacements.....

      --
      "First they came for the slanderers and i said nothing."
    28. Re: "Crunch Time" == Bad Project Management by AuMatar · · Score: 1

      Then save some money. We make a ton of it as programmers, there's no excuse not to have at least 6 months, preferably more, in your emergency funds. I have enough I don't need to work this decade. If any employer wants to abuse me, I say "no". If they threaten to fire me I say "go ahead"- it will cost them tens of thousands of dollars to find my replacement, and I'll have a job inside 3 weeks. Hell it would be a nice little surprise vacation.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    29. Re: "Crunch Time" == Bad Project Management by BVis · · Score: 1

      Unless you're a single-income family of four or five, in which case putting that money aside isn't as easy as you seem to think.

      --
      Never underestimate the power of stupid people in large groups.
    30. Re:"Crunch Time" == Bad Project Management by HornWumpus · · Score: 1

      I wish I could sleep with two chicks at one time.

      Employers wish they could keep raises to a budget number.

      I personally took 150% of the entire department 'raise budget' once.
      They told everybody they weren't getting a raise because I took 100% of the raise budget.
      I told them to jump up and down until their balls dropped, I had taken 150% of the 'budget'.
      The look on the managers face when I said that was priceless. Yes I know my raise had come out of his, fuck him.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    31. Re:"Crunch Time" == Bad Project Management by recharged95 · · Score: 1

      Could it also be improper scheduling and management too? Every game company I've met has a dedicated s/w dev manager(s), follow some well known process, hire skilled/talented folks, good industry partnerships, yet, they are always overbudget or over schedule. That says a lot.

    32. Re:"Crunch Time" == Bad Project Management by recharged95 · · Score: 1

      And Ubisoft still made a boat load of cash.

      Sure the stock price dropped, and they're fixing bugs, BUT those are things they can ride out. Especially when you dollars already in the bank.

    33. Re: "Crunch Time" == Bad Project Management by Amtrak · · Score: 1

      Or you live in one of the the big city markets where making $90k a year is just making it if you want to live in any place that has decent schools for your kids to go to.

    34. Re:"Crunch Time" == Bad Project Management by EllisDees · · Score: 1

      I wouldn't do it under any circumstances.

      --
      -- Give me ambiguity or give me something else!
    35. Re: "Crunch Time" == Bad Project Management by EllisDees · · Score: 1

      Salary is based on 40 hours per week. Anything over that is overtime, and if you're not being paid for it, you shouldn't be working it. Otherwise, you are simply donating your free time to your company.

      --
      -- Give me ambiguity or give me something else!
    36. Re: "Crunch Time" == Bad Project Management by EllisDees · · Score: 1

      If you take a job at a place like that without letting them know that you will not be working unpaid overtime, it's your own fault.

      --
      -- Give me ambiguity or give me something else!
    37. Re: "Crunch Time" == Bad Project Management by nytes · · Score: 1

      I've always thought of "exempt" as "being exempt from all laws regarding slavery".

      --
      -- I have monkeys in my pants.
    38. Re: "Crunch Time" == Bad Project Management by mjwx · · Score: 1

      So the lack of proper regulation allows companies to screw their employees? Paint me shocked...

      Here companies are mandated by law to pay overtime and if it's after certain hours or above a certain amount it has to be paid *more* than the normal hourly rate. In my current company I was actually forbidden entry on the office on Saturday afternoon since I didn't get the proper authorisation by my manager. When I talked with him he was unwilling to give it to me since overtime on Saturday costs more than due time in the week.

      Basically I never did unpaid overtime in my career, but I hope to in the future: the law protects only employees with a salary under 175K or something.

      In the US, it's got more to do with the employers literally almost having the power of life and death over workers. They control the workers health insurance, no job == no coverage == huge bills if you get sick or injured. The fear alone keeps the Hoi Polloi in line and compliant.

      Labour unions in most western nations worked hard to get workers rights like the 40 hour work week, paid overtime, penalty rates and so forth. Its a shame some people in Australia seem so willing to give them up for a pat on the head from their corporate overlords.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    39. Re: "Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      I worked as a television programmer. I didn't make a bunch of money. I also worked as 2IC, in charge of small items sales, public face for the business, and so forth. Basically I was underpaid by about $60k. When I asked for time off, and time-in-lieu, they laughed and told me to quit if I didn't like it.

      In a town with almost 10% unemployment, having a spine won't buy food, resigning or being fired guarantees no unemployment support, and being paid less than minimum wage didn't allow me to save anything.

    40. Re: "Crunch Time" == Bad Project Management by mjwx · · Score: 1

      When I began my current job, I made it clear that I wouldn't be bringing work home with me. I was fine with the occasional after-hours emergency work. If a critical system failed and I needed to fix it, that's fine. But I wasn't going to bring coding work home with me so that we could finish the project a week or two early. There was occasional pressure to do more work at home, but I stood firm and made it clear that this was non-negotiable. When I'm home, I'm spending the time with my family or working on my own projects. Just because the company pays me a salary, doesn't mean they own all of my time.

      This,

      In Australia, where I live, the law places clear restrictions on being able to abuse unpaid overtime. All overtime must be compensated although companies are permitted to use Time Off In Lieu (TOIL) instead of payment. I think this is a bit of a rort myself but besides the point. A contract should establish clear boundaries for working hours, overtime and penalty rates and this contract needs to be in compliance with Australian laws.

      I currently work for a university, we operate a psudo-24 hours service centre, so basically a member of each team is on call. When you're on call you get paid ~$4 per hour, far below award wage but 99% of the time I'm being paid to do nothing so it's a fair deal. They also dont pay overtime, but I get TOIL at penalty rates (time and a half for out of hours and Saturday, double time for Sunday).

      That being said, I'm flexible. I'll give 10-15 minutes of my free time occasionally but my employer aslo doesn't mind if I duck off 10-15 minutes early occasionally to get to an appointment. If my employer wasn't flexible, I'd be pretty rigid as well.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    41. Re:"Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      I'm actually surprised it's not higher. Probably 50% of the staff is in a non-programming role though, which makes the 30% more like 60% of the programmers overall.

    42. Re:"Crunch Time" == Bad Project Management by Darinbob · · Score: 1

      That's how game companies work. The deadline is guaranteed to be much shorter than is necessary, but the people making the deadlines are executives or the parent company rather than the actual project managers. But the small studios put up with it otherwise they'd get no work at all. Once an entire industry gets that mindset it's hard to shake it off.

    43. Re:"Crunch Time" == Bad Project Management by Darinbob · · Score: 1

      And there's so little CS involved with game development now. Most game devs are working with scripts and assets rather than creating or modifying the game engine and tools.

    44. Re: "Crunch Time" == Bad Project Management by Darinbob · · Score: 1

      We don't care how many hours you work, as long as you deliver this massive project under budget and within this ridiculously short deadline. But don't worry, since you're a game dev you stand a good chance of being laid off when the project is over no matter how good or bad your performance was.

    45. Re: "Crunch Time" == Bad Project Management by ultranova · · Score: 1

      So, the lack of spine by employees, allows companies to benefit from screwing their employees.

      Nah. Lack of strong unions is what allows employees to be screwed, in IT and in general. Divide and conquer practiced by the upper classes has been quite successfull, but they couldn't had done it without employees letting them. Ego and delusions of grandeur have their price, and I guess it'll keep being paid until the lesson sinks in: hang together or hang separately.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    46. Re: "Crunch Time" == Bad Project Management by Darinbob · · Score: 1

      That's why getting a job where the market is glutted is a bad thing, because there's always someone who is better and/or cheaper than you waiting to take that job. If you're good at it then you may pick up a similar job again very shortly, but the downside is that you'll be doing that a lot. That's why I see fields like IT all congealing around a sort of conformist view about the world; the managers like interchangeable employees and the workers like being able to migrate their skills to another job without learning anything new.

    47. Re: "Crunch Time" == Bad Project Management by Darinbob · · Score: 1

      Every time I hear someone says "but I'm on call!" I feel a bit sorry for them. I know people who've been on call every weekend that they've worked at their company. Time to get a new job if someone's in that situation.

      But a lot of people have to put up with it because they don't yet have the experience or training to do something better. So that's one time I think it is worth working longer hours, is if that's spent learning something new because that will give you job mobility or a chance to move up the ladder. Ie, expanding the envelope instead of staying within the closely defined job duties.

    48. Re:"Crunch Time" == Bad Project Management by rtb61 · · Score: 1

      Would not MMOs be different. As they only produce the initial episode of the game around someone else's engine and then continue to produce additional content to keep players and to attract more new players. So rather than a bet all you money on a single outcome you get to invest only a portion at a time based upon returns. The real problem with gaming now is everybody is trying to eat everyone else's lunch and marketing is not cutting it any more when it comes to generating sufficient sales to match the investment. That and of course a truly massive back catalogue. There is likely reasonable money in picking up old content and doing nothing more than upgrading graphics output and re-releasing it.

      The Gaming industry has hit the wall of, there is only so much time available to play games and there is only so much money to spend on playing games and old content competes very strongly with new content.

      --
      Chaos - everything, everywhere, everywhen
    49. Re: "Crunch Time" == Bad Project Management by BVis · · Score: 1

      So, if you tell them that you're not going to work unpaid overtime, and the second week you're working there they tell you you'll be working unpaid overtime or they'll fire you, what then, smart guy?

      --
      Never underestimate the power of stupid people in large groups.
    50. Re: "Crunch Time" == Bad Project Management by Anonymous Coward · · Score: 0

      You are an exempt employee because the employers are exempt from paying you for overtime.

    51. Re: "Crunch Time" == Bad Project Management by HornWumpus · · Score: 1

      You let them fire you, collect unemployment on them, while working somewhere else for cash. Duh.

      Don't pretend you have no choices but 'suck it up'. Then again perhaps you don't. Sucks to be you.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    52. Re:"Crunch Time" == Bad Project Management by maugle · · Score: 1

      But it won't last forever. Between pricey high-profile failures like AC: Unity, and the uncurated swamp of crap indie games getting greenlit on Steam, consumers are getting ripped off on both ends of the spectrum, and they will eventually get disgusted and take their money elsewhere. If big publishers like Ubisoft don't change their ways, they'll be looking at a repeat of the video game crash of '83.

    53. Re: "Crunch Time" == Bad Project Management by anyGould · · Score: 1

      So, if you tell them that you're not going to work unpaid overtime, and the second week you're working there they tell you you'll be working unpaid overtime or they'll fire you, what then, smart guy?

      I play a lot of Minesweeper?

      Companies don't work for free. Why should I? (Actually, once you account for transportation, food, etc, you're actually working *at a loss*)

      This goes double or triple if we're talking the second week of employment - I work in a jurisdiction with at least some worker protection, so I'd be making some phone calls regarding employment standards and misrepresentation.

      Also, who is crazy enough to take a "salary" deal that specifies minimum but not maximum work hours?

    54. Re: "Crunch Time" == Bad Project Management by BVis · · Score: 1

      Everyone in the USA that is an "exempt" employee. There is no law regarding maximum work hours, so nobody offers it as part of the job. If you make that a requirement, you will not get the job. They'll go with someone else.

      --
      Never underestimate the power of stupid people in large groups.
    55. Re: "Crunch Time" == Bad Project Management by AuMatar · · Score: 1

      Then don't be a single income family. Then don't have kids. Those are choices you made. The tradeoff of making them is that you lose flexibility at work. Obviously you thought that's worth it.

      Its also not as hard as you think it is. Go back to basics. Don't eat out- ever. Don't by gizmos and gadgets. Don't go on expensive trips. My family lived on a single teacher's income in the 80s. And we still managed to save money. My father's income then would have been less than 40K, that equals about 80K in today's dollars. If you're making less than that as a programmer you're fucking up majorly.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    56. Re: "Crunch Time" == Bad Project Management by AuMatar · · Score: 1

      90K is a lot of money in even most big cities. I made 90K for a few years in Seattle. I had my car (paid off), a downtown condo (not paid off), my utilities paid and was still saving 20K a year. With a family I'd have been living in the suburbs and paying half the housing cost. Re-evaluate your spending. The only place it would be even remotely tight would be San Francisco or New York- and even then its quite managable. Not to mention those are entry level wages for programmers in either city. Nor is 90K anywhere near the top of the scale in Seattle- good senior programmers there make at least 120.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    57. Re: "Crunch Time" == Bad Project Management by AuMatar · · Score: 1

      First off, a television programmer isn't a computer programmer. (Normally television programmer means picking whats on TV, unless you mean you were a computer programmer for a TV station). Different fields, so I have no idea what your realistic expectations are.

      But when they asked you to quit if you didn't like it, you should have. On the spot, no notice given, right then. "Then I quit" and walk right out the door. Odds are good you'd have the job back paying a lot more in 3 days. If not, either they'll grow to really regret you leaving or you'll find out you weren't really that good. But either way accepting that treatment is the worst thing you could do- now they know you're a doormat and will show you absolutely 0 respect.

      As for a town with 10% unemployment- general unemployment means jack shit for specialized jobs. Unemployment for software engineers has been sub 2% (basically normal frictional unemployment from job switching) for years and in some areas is negative. So that's fear and ignorance talking. Not to mention even if it was that bad you can always move. It doesn't take that much (a cross-country move can be done for 5K) and most companies will pay to relocate you.

      --
      I still have more fans than freaks. WTF is wrong with you people?
  3. Hah by Anonymous Coward · · Score: 3, Insightful

    Parallels with professional musicians and actors, who usually get little sympathy on this board. Supply and demand, etc.

    We'll see whether the game devs do any better.

    1. Re:Hah by Anonymous Coward · · Score: 0

      Nope... lol

    2. Re:Hah by Anonymous Coward · · Score: 0

      Completely correct. Substitute 'record label' for 'game publisher' and 'band' for 'development house' and you have a good idea of how it works.

      Games are not a technology industry. They are an entertainment industry.

      There is only one Elvis (and his name is Carmack, and he left the building).

    3. Re:Hah by Anonymous Coward · · Score: 0

      The artist is the one demanding permanent rights to "their" work, despite selling it.

      Whereas the developers don't. These ones,anyway. In music, this would be the backing singers et al, whom none of which we berate and lambast here on slashdot at all.

      So your rhetoric is really just histrionics and fake outrage.

    4. Re:Hah by Anonymous Coward · · Score: 0

      The immense majority (like 99%) of artists don't demand anything, they are just happy to be able to earn a living through their art. Only the immensely rich and successful do. This is not because they are artists, it is because they are rich and successful. Notice the same kind of behaviour from CEO of large companies, rich investors, and so on (pretty much the entire 1%). Basically immensely rich implies careless asshole, with few exceptions.

    5. Re:Hah by Anonymous Coward · · Score: 0

      Some parallels, yes. But there's an important distinction, which perhaps makes all the difference on this board: Game developers have skills that are transferable to a wide variety of jobs outside the field of game development. Some of those jobs pay more than those in the game development field. Can the same be said for professional musicians and actors?

    6. Re:Hah by Anonymous Coward · · Score: 0

      With this shift they already are. For musicians and actors there have been an unsustainable oversaturation for more than a quarter of a century. Artists and musicians gets exploited and the sucky condition is blamed on piracy rather than there not being a market large enough to support everyone who wants to be famous.
      For game programmers the oversaturation problem is solved by programmers moving over into other programming jobs.
      Unlike traditional artists they have a skillset that translates into something else than serving coffee.

    7. Re:Hah by anyGould · · Score: 1

      Parallels with professional musicians and actors, who usually get little sympathy on this board. Supply and demand, etc.

      Not quite the same - musicians do get paid a decent amount for a gig. The challenge is getting enough gigs to make a living at it.

      I've never heard of an actor or musician getting told "yeah, we need you to work next week's performances for free"

  4. leave the craft by Anonymous Coward · · Score: 1

    Sure you can go back to it... but (allegedly) your skills are in high demand in general, and the pay and work/life balance seem terrible.

    Your best bet is to abandon the industry, and force them to be competitive in the labor market.

    1. Re:leave the craft by penguinoid · · Score: 2

      Your best bet is to abandon the game industry, which will slightly improve conditions for the millions of naive young programmers who are falling over themselves for the chance to make video games, nevermind the bad pay and terrible hours.

      --
      Don't waste your vote! Vote for whoever you want, unless you live in a swing state it won't matter anyways
    2. Re:leave the craft by Anonymous Coward · · Score: 0

      Sure you can go back to it... but (allegedly) your skills are in high demand in general, and the pay and work/life balance seem terrible.

      Your best bet is to abandon the industry, and force them to be competitive in the labor market.

      The development will be moved overseas, just like all the IT work in the U.S.

    3. Re:leave the craft by plopez · · Score: 1

      Overseas labor isn't as cheap as it used to be. Factor in slippage and it gets even more expensive.

      --
      putting the 'B' in LGBTQ+
  5. Glory Days! by Archangel+Michael · · Score: 0

    It used to be that it was "glory" of working on a great project. Now with the number of people working on a project, there is no "rock star" status available. The need to perform all the extra OT that is now almost "required", makes the job no longer "fun".

    The industry collapse will come when nobody is willing to work for the breadcrumbs being offered for work that is unfulfilling. The companies that adapt will survive.

    --
    Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    1. Re:Glory Days! by bobbied · · Score: 4, Insightful

      Not really, the companies that develop the popular games will survive. That means marketing is at least as important as development, that having good art work and a good story are as important as having a good development staff, that getting onto the right platforms and released at the right time is as important as developers...

      Catching what I'm saying yet.... Development staff is literally NOT as important as it seems up front. Successful game releases require a lot more than just development...

      --
      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    2. Re:Glory Days! by Opportunist · · Score: 1

      I'd rather put my money on Indie development studios. Let's face it: The tools available to Indies are by far good enough, we've reached the equilibrium where graphics pumped out by some indie dev ain't far below what a AAA title claims to have. If you add that most Indies don't torture their paying customers with ridiculous copy protection schemes that serve no purpose but to alienate the prospective buyer, you're almost set. The only thing missing is that indies usually cannot crank out the same amount of content for their game due to a lack of manpower, but that's something many of them have solved by offloading this to the community, offering some APIs and tools to create scenarios, addons, mods and translations, none of which cost the maker of the Indie game a dime while increasing not only the amount of content available but also creating a buzz and hype around the game, as well as tying the users closer to the developers due to a feeling of involvement and belonging, and a sense of having a hand in the creation of the game, personalizing the experience considerably.

      That holds true from Minecraft to KSP to many other Indie titles. Yes, the graphics of these two examples are behind what AAA titles from big studios cranked out. But I've spent more time in these two games alone than in pretty much all the rest of my game collection. Maybe with the exception of TF2.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Glory Days! by drinkypoo · · Score: 1

      For my part, I want to put my money into games with OSS engines. When I bought Minecraft, it was because it was cheap. I didn't take the promise to eventually release the sources seriously because ha ha ha, ha ha ha. But it got me thinking, where do I want to spend my money. I'd rather make an investment in everyone's gaming future and get a mediocre title than fund a bunch of assholes being assholes and crapping on gaming as an institution. I don't think it's amazingly hallowed or anything, but where you spend your money has an influence.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Glory Days! by Archangel+Michael · · Score: 1

      How many iterations of COD can there be? The game play hasn't really changed. At some point there is no point in getting the next one.

      --
      Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    5. Re:Glory Days! by Cederic · · Score: 1

      we've reached the equilibrium where graphics pumped out by some indie dev ain't far below what a AAA title claims to have

      Hmm. It's a rare indie that delivers graphics on a par with the long running so called AAA franchises deliver.

      However, indie graphics are certainly usually at least 'good enough' and gameplay is king. Always.

    6. Re:Glory Days! by BVis · · Score: 1

      When there is an iteration that doesn't sell, that will be the last one. So long as people buy it, they'll keep cranking them out.

      --
      Never underestimate the power of stupid people in large groups.
    7. Re:Glory Days! by HornWumpus · · Score: 0

      Eventually they stopped making 'Police Academe' movies. Unfortunately they are still making 'Star Trek'. Don't be like a Trekkey.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    8. Re:Glory Days! by Opportunist · · Score: 1

      That's pretty much the point. Graphics is like the new car smell. Yes, it's nice, but once it's gone and the novelty wears off, what's left is whether or not the product underneath delivers. Think back through the years and ponder how many of the eye candy games are something you'd still pull out of the box now to play them?

      What's left in the end, when it comes to long term satisfaction, is gameplay. Not that this is what studios are after, but it's what I'm after. I can accept sub-AAA graphics. Mostly because I can't be assed to shell out 500+ bucks just for a graphics card. And without, the graphics won't look better than what you'll probably get out of the Indie dev either.

      Also, as stated above, a lot of Indie devs have noticed that there are quite a few able and willing texturer and modeler out there, so more and more Indie games hit the market that are barely more than some sort of game engine themselves with mediocre graphics but a strong and flexible API around it to improve them. They sidestep that graphics expense, and as anyone in the game industry can tell you, this is one of the most time consuming and costly part of the whole shit.

      Indie games increasingly turn into a community thing. Quite a few (successful) Indie games got their success from a talented and creative modding community that gladly took the opportunity to show off their graphics skills.

      And that's something no big studio will get. Ever. Would you want to work for free for Electronic Rats or the likes? More likely than not there will be some crap in the fine print to screw you over should that mod you create somehow become popular.

      And that's the main difference here.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:Glory Days! by 0100010001010011 · · Score: 1

      I will still play Super Mario Brothers 3. "Graphics" be damned. It's a good simple game to just sit down and play.

      How many AAA games are going to be replayed in 30 years?

      Look at Minecraft. It worked because it was simple.

    10. Re:Glory Days! by StillAnonymous · · Score: 1

      I was thinking of this as well. I hate calling it "rock star", cause it ain't rock, but where are the current-day revered game programmers? Where are the Sid Meiers, the Richard Garriots, the John Carmacks, the Peter Molyneauxs? The industry has kept most of today's game coders nameless. Sure, they're in the credits, but they don't get face time. They're cogs in the machine.

      Take Grand Theft Auto V, for example. Amazing fucking game. Who were some of the programmers? I dunno, but when I looked at the credits, I didn't recognize a single name. What about Battlefield 4? Far Cry 4? Skyrim? There are no names to associate to these extremely well-known games when it comes to coders.

      Are the days of being recognized long over? Are game houses just too big to have any single individual display significant talent?

    11. Re:Glory Days! by StillAnonymous · · Score: 1

      To add, about the most recent I can think of is Tim Sweeney and Cliff Bleszinski of Epic Games. Cliff got all kinds of opportunities to make appearances in game reviews, previews, etc. I can only guess that the giants like Activision and EA specifically don't want that type exposure for individuals because then they have to pay those guys higher. There's probably a directive 4 somewhere that states "no coder shall be allowed to become associated to AAA games by the gaming public".

  6. old news by Anonymous Coward · · Score: 0

    this is from last year

  7. STEM Shortage by RobinH · · Score: 5, Insightful

    There's no STEM shortage, just a shortage of people willing to work 80 hours per week for under $50k per year.

    --
    "I have never let my schooling interfere with my education." - Mark Twain
    1. Re:STEM Shortage by Crashmarik · · Score: 1

      Bingo.

    2. Re:STEM Shortage by ShanghaiBill · · Score: 1

      There's no STEM shortage, just a shortage of people willing to work 80 hours per week for under $50k per year.

      I see. So what you are saying is that there is a large number of skilled engineers and scientists, sitting at home watching TV, while they wait for salaries to go up?

    3. Re:STEM Shortage by Anonymous Coward · · Score: 1

      With over seven billion people on the planet, there is no shortage of people willing to work 80 hours per week for under $50k per year, there's just a shortage of H-1B visas to bring them over.

    4. Re:STEM Shortage by Anonymous Coward · · Score: 1

      In many parts of the country that salary won't even pay for a basic 1BR rent; nevermind food.

      On the bright side you can practically live in the office though so you only need a PO box - just hope they have shower facilities.

      (Ex game dev here; I got out and got clean though...because I can afford a shower now)

    5. Re:STEM Shortage by Spy+Handler · · Score: 3, Insightful

      I see. So what you are saying is that there is a large number of skilled engineers and scientists, sitting at home watching TV, while they wait for salaries to go up?

      No, they're doing something else in life. Working, teaching, studying, masturbating, whatever. Just not willing to work 80 hours a week for 50k a year.

      Job skills and careers aren't things you can acquire and shift around instantly, it takes time. It took decades of abuse to get to this point. If a sensible gov't disbanded H1B program and said "fuck you" to Bill Gates right now, salaries will rise but you're not gonna have a sudden flood of programmers entering the job market. It takes times to make programmers. What you will have is a lot more students interested in CS.

    6. Re:STEM Shortage by Anonymous Coward · · Score: 5, Insightful

      No, they are sitting at home or in a non-STEM profession because hiring in STEM (and everything else these days) sucks because employers are idiots. The structural unemployment and underemployment in the US proves that.

      Unemployed people are discriminated against, for one. And then there are the completely unreasonable requirements for jobs - and we've ALL see those.

      If one is an employer and has a problem finding qualified workers, I can say with 100 percent certainty, that it's their problem: their recruitment and hiring practices are horribly flawed.

      I have never - ever - seen an employer spell out exactly what skills are missing in the candidates that they get. And what kills me, in Silicon Valley I see a lot of complaints about new grads not having the right skills. Really? So Stanford, CalTech, Berkeley suck? Recruit from MIT or an Eastern school.

      Or how about telling universities what skills are required.

      But they don't do that; which tells me that they are all full of shit.

      For example, when Caterpillar needed welders, they helped the local trade schools to create a program and now, viola! plenty of qualified workers. The same can be done with engineering and programming talent.

      But they don't do that - actually the entire tech industry doesn't do that. Why? Because they are full of shit about STEM shortages.

      So, either STEM employers are really fucking stupid (they do ask retarded questions in interviews) or their motive for lying and saying there is a STEM shortage is all PR and politics to get cheap Third World labor and drive US wages down.

    7. Re:STEM Shortage by LaurenCates · · Score: 1

      Indeed.

      --
      Some people don't believe in fairies. I don't believe in The Patriarchy.
    8. Re:STEM Shortage by Opportunist · · Score: 4, Insightful

      Salaries should go up if the demand cannot be met at the current salaries, or did I miss something?

      And don't tell me there's no money to up the salaries to attract personnel. Fire one or two of the useless VPs that should free up dough enough to hire a dozen engineers or two.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    9. Re:STEM Shortage by Anonymous Coward · · Score: 0

      I've never seen statistics on what percent of "game developers" are really self-taught script writers who get a job "programming" in the game industry, but I suspect that number is pretty high. People qualified to develop software outside of game development sweatshops don't generally work in game development sweatshops.

    10. Re:STEM Shortage by mcrbids · · Score: 1

      The so-called "STEM shortage" is pretty much bullshit. If you take a look at the degrees that pay the best you find that standard STEM degrees dominate.

      No degree is a guarantee of employment. If you can't be bothered to shower and show up, you're going to have a hard time. Degrees merely improve your odds of success significantly.

      --
      I have no problem with your religion until you decide it's reason to deprive others of the truth.
    11. Re:STEM Shortage by BVis · · Score: 1

      That whole "supply-and-demand" thing is only OK if it works in the favor of the employer. The Invisible Hand doesn't seem to give a shit about in-demand skill sets. The bottom line is that they have the jobs and you need a job, and if they don't give you one, you don't eat. So the playing field isn't level.

      --
      Never underestimate the power of stupid people in large groups.
    12. Re:STEM Shortage by RobinH · · Score: 1

      No, I'm saying if there was a STEM shortage, then these people would all be able to find better jobs, and the game companies would have to pay better and provide better working conditions.

      --
      "I have never let my schooling interfere with my education." - Mark Twain
    13. Re:STEM Shortage by Torodung · · Score: 1

      And, mind you, they're mostly men. Go figure.

    14. Re:STEM Shortage by ArsonSmith · · Score: 1

      Quite the opposite actually, this is a large number of people willing to work 80 hours a week for $50k a year doing a job they really enjoy. I'd say most if not all could get a job doing business logic programming for the same pay and 40-60 hours a week or more likely even more pay and hours closer to 40.

      The problem with the video game industry is that people want to do it really bad and are willing to take crappy conditions to be able to.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    15. Re:STEM Shortage by Dr_Barnowl · · Score: 1

      High pay for a STEM degree actually correlates with the notion of a STEM shortage - supply and demand determining wages.

      At least for programming, I think it's true. Whenever I've had to hire, virtually all the candidates have been incompetent*. And since I was working for a government org, the wage scale wasn't enough to tempt the competent ones to hire on.

      * We're not talking "slightly iffy programmer" here, we're talking "can't explain how they would implement a simple collection class"

    16. Re:STEM Shortage by ArsonSmith · · Score: 1

      And in many other parts of the country that will git you quite the McMansion.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    17. Re:STEM Shortage by Chris+Mattern · · Score: 1

      The so-called "STEM shortage" is pretty much bullshit. If you take a look at the degrees that pay the best you find that standard STEM degrees dominate.

      Um, I'm not saying one way or the other, but doesn't that piece of evidence support the conclusion that there's a STEM shortage?

    18. Re:STEM Shortage by Anonymous Coward · · Score: 0

      Supply demand price curves only work with perfect competition. When we look at the definition of perfect competition, we find the small number of buyers and large number of sellers tells us that it is only competitive on the seller side, not the buyer side, creating an imbalance of bargaining power and low wages, a situation which employers prefer. Any claims of a shortage are simply employers saying "there aren't enough people willing to work in poverty for me" as there is an enormous surplus of labor even in STEM fields.

    19. Re:STEM Shortage by neumayr · · Score: 1

      Useless VPs? I have yet to meet such a person. On the other hand, I have met a lot of engineers who seemed to feel they understood the whole world and everything within it, and considered management to a useless waste of time and money. Those were usually the ones who needed management the most, as they were completely oblivious to business considerations - which in the end puts food on their tables.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    20. Re:STEM Shortage by Ryanrule · · Score: 1

      lying liar who lies.

    21. Re:STEM Shortage by HornWumpus · · Score: 1

      You need to get out more.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    22. Re:STEM Shortage by HornWumpus · · Score: 1

      WTF? You are so clueless, you are not even wrong.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
    23. Re:STEM Shortage by EllisDees · · Score: 1

      There are programming jobs that pay better than that and don't require the ridiculous crunch times, you know. I honestly have no idea why anyone would take a job like that.

      --
      -- Give me ambiguity or give me something else!
    24. Re:STEM Shortage by Anonymous Coward · · Score: 0

      That whole "supply-and-demand" thing is only OK if it works in the favor of the employer.

      This.. x 1000.

      Then they go to great lengths to distort the labor market with H1B visa holders.

      Waah.. waaah.. we don't want to pay real money (i.e. competitive market value) for an engineer, so we'll buy some congress critters and change the rules so we don't have to!

      I'm not a big fan of labor unions in IT or engineering.. but that's starting to change. If the AFL/CIO somehow came up with a tiered system for multiple job descriptions and then was fueled by tech salaries, we'd see tech employers whine, try to outsource, then threaten to move offshore.. in which case we just ban them from doing business in the US (and Canada if they're on board).. .and we know that Europe is labor friendly.

      Welcome to the first world, bitches! Want to do business here? Treat your people well.. or.. you don't do business here.

    25. Re:STEM Shortage by Anonymous Coward · · Score: 0

      All the Invisible Hand does is take my money.

    26. Re:STEM Shortage by 0100010001010011 · · Score: 1

      Part of it is because people won't accept that programming and part of STEM isn't a major it's a trade.

      You don't need to go to college for 4 years to become a rockstar developer just like you don't need 4 years of Welding Engineering to become a rockstar welder.

      So right now they're offshoring. Eventually they'll figure it out and Programming will be an apprenticeship style trade where if you're not really qualified for college you go into programming (or other 21st century trade) at 14-15 and you come out the other end as a fully qualified programmer.

      Along with that they need to Unionize, like current trades. Employers are going to continue to treat you like shit because they can. Shame companies that don't hire "Local Programmers 423" to make the next AAA game.

      The same goes for the rest of STEM. What STEM was 20 years ago is a trade these days. What STEM is now will be a trade in 20 years.

    27. Re:STEM Shortage by Anonymous Coward · · Score: 0

      You poor bastard! The Invisible Hand at least slides a finger up my ass before he takes my money. I'm male so I need a prostate exam anyway!

    28. Re:STEM Shortage by Fnord666 · · Score: 1

      Along with that they need to Unionize, like current trades. Employers are going to continue to treat you like shit because they can. Shame companies that don't hire "Local Programmers 423" to make the next AAA game.

      Yeah but crossing a picket line of programmers doesn't have that same feel of concern as a picket line of teamsters or pipe fitters.

      --
      'The tyrant will always find pretext for his tyranny.' - Aesop's Fables
    29. Re:STEM Shortage by Anonymous Coward · · Score: 0

      Sillicon Valley has also another problem - it hardly needs engineers or CS university grads - it needs people with working experience in certain frameworks - Chef, Docker, Mesos, Puppet, Hadoop, MondoDB, Casandra, Rails, Grails, etc. etc. Since the "framework du jour" changes quickly, a trade school will not be able to train people. It's not like training a welder, where they can do that for 30 years and only get better at it.

      So, currently demand in specific frameworks exceeds supply because it's the new thing everyone is doing, but there is nothing of fundamental value in learning an operating manual.

    30. Re:STEM Shortage by Anonymous Coward · · Score: 0

      The only way to really save jobs at this point is to totally commit genocide on the Chinese and Indians. They are part of the problem. It's not coming from mexicans or those overly ambitious Canadians. Africans are right out. Get rid of the Chinese and Indians right now and you will see many positive benefits to this planet and to working environments and salaries immediately and frankly, no one will miss them. At all.

    31. Re:STEM Shortage by Anonymous Coward · · Score: 0

      This is very true. I worked for several video game companies as a technical artist over the course of 10 years making 30-60K a year and working long hours. I switched. Screw that. I make way better money as a web developer for an education company and working a fraction of the hours. Its just not worth it. If you have the passion and the know how you are better off picking up Unity or Unreal engine and making a game yourself rather than slaving away at a larger video game company.

    32. Re:STEM Shortage by Opportunist · · Score: 1

      The invisible hand gives us the very visible finger.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    33. Re:STEM Shortage by Opportunist · · Score: 1

      Useless VPs? I have yet to meet such a person.

      Well, if you can't tell who is the most useless person in the fold, chances are good that it's you.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    34. Re:STEM Shortage by anyGould · · Score: 1

      I see. So what you are saying is that there is a large number of skilled engineers and scientists, sitting at home watching TV, while they wait for salaries to go up?

      No, they're doing something else in life. Working, teaching, studying, masturbating, whatever. Just not willing to work 80 hours a week for 50k a year.

      Exactly. I know a guy with two degrees who works in a warehouse. Could go get a job anywhere he wanted, but it doesn't pay half as well as shlepping boxes for eight hours a night. So he's raking in the dough, does the stuff he likes in his spare time.

    35. Re:STEM Shortage by neumayr · · Score: 1

      I think the same amount of truth can be found in:
      "If you see useless people all around, you're own usefulness demands scrutiny."

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
  8. Poor set of feet. by Anonymous Coward · · Score: 1

    Once people find out they can take advantage of you they will continue to do so for as long as you let them. They perpetuate their own problems by staying.

  9. I could deal with all that other stuff.. by AmazingRuss · · Score: 1

    ... If it wasn't for the horrific architecture and code produced by the steady stream of noobs hired to replace the burn outs.

  10. In other news, water is wet by russotto · · Score: 4, Insightful

    Stress is a reason to leave a lot of jobs/careers. If game companies can't get a supply of new suckers, they'll have to either do something to reduce the stress, or actually pay more. If they can get a supply of new suckers, I guess things stay the same and I recommend staying out of the industry. Either way, no real story.

    1. Re:In other news, water is wet by Drethon · · Score: 2

      In engineering I learned to just say screw you at crunch times beyond what I could handle. I'm still employed and getting raises at the same pace as my old work my tail off days.

    2. Re:In other news, water is wet by whh3 · · Score: 2

      Until people stop taking this very attitude toward the problem the situation will never change. It cannot be enough for the next sucker to take a burnt-out developer's place. There has to be a conscious effort by the developers to stop this situation.

      As younger developers move up it will only continue: "If I went through it as a developer, they can go through it." This is exactly what happens with young doctors who become attending physicians when they subject their students to long hours and harsh treatment.

      In the end, no one wins.

      --
      remove nospam. to email!
    3. Re:In other news, water is wet by fluffernutter · · Score: 1

      If game companies can't get a supply of new suckers, they'll have to either do something to reduce the stress, or hire H1-Bs.

      There, fixed that for you.

      --
      Laws are rules for the court, but merely a bottom bar to hit for life. Think beyond laws in your actions always.
    4. Re:In other news, water is wet by ArsonSmith · · Score: 1

      Exactly, when they say we need X, Y and Z by the end of the week, I say I can do X, I'll see if I can start Y but Z wont happen for 3 weeks. Then work my 40-45 hours a week and deliver what I promised on time and with good quality.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    5. Re:In other news, water is wet by ArsonSmith · · Score: 1

      That works really well when you're looking for business logic programmers. Good game programmers have to have a passion for it, to the point that they'll take low pay and long hours just for the chance to do it.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    6. Re:In other news, water is wet by EllisDees · · Score: 2

      Bingo! I've been a programmer for almost 20 years and have never done crunch time. It hasn't hurt my career at all.

      --
      -- Give me ambiguity or give me something else!
    7. Re:In other news, water is wet by Anonymous Coward · · Score: 0

      Bingo! I've been a programmer for almost 20 years and have never done crunch time. It hasn't hurt my career at all.

      I have a suspicion that this is because you're a mature well-adjusted adult.

      Why, I'll bet you even have a life!!!

    8. Re:In other news, water is wet by 0100010001010011 · · Score: 1

      Then unionize and put an end to it.

    9. Re:In other news, water is wet by Darinbob · · Score: 1

      It's not just developers by the way, the artists are overworked and underpaid as well. There are a lot of those fresh out with a visual design degree who get exploited. And even the developers aren't doing as much actual programming as their used to be in the past. The same game engine gets reused by many game studios who only need one or two programmers, but they need lots of people to do new art, sound, story, writing scripts to tie it all together, etc.

    10. Re:In other news, water is wet by Darinbob · · Score: 1

      I've had it a few times, but crunch time is supposed to be rare (ie, once a year). It's when there's a huge bug affecting customers, shipping has stopped cold, some unexpected failure of parts shortly before the ship date, etc. If you go along with crunch time in those cases it does help your career because people see that you are willing to go above and beyond the call of duty when necessary. But if you do crunch time all the time then you are training management to expect that of you all the time.

      You can be flexible without constantly being flexed to prove it.

    11. Re:In other news, water is wet by Anonymous Coward · · Score: 0

      Unions have worked out very well for Greece, Italy and France...

    12. Re:In other news, water is wet by Drethon · · Score: 1

      That has been my typical point of view. If the crunch is due to an unexpected issue, I'll help the company out. If the crunch is continuous and due to bad management, then management can deal with it.

  11. Half the pay twice the work by netsavior · · Score: 4, Insightful

    When I was a kid I always thought I wanted to be a game programmer. Turns out, I fucking love writing boring enterprise software. I write lots of code, solve lots of problems, make lots of money.

    The average game developer makes crap money writing spongebob or dora the explorer or some other licensed character crapware 16 hours a day for years in hopes they will be on one of the teams that gets to write the one good game their studio puts out each year/decade.

    The average enterprise software developer spends years working 8 hours a day fattening his 401k and, since you get to go home at 5pm, could spend the other 8 hours a day he would be working at the game company writing his own games... or more likely just playing games or having a family.

    I love games. I wish making games for a job wasn't the programming equivalent to grinding it out as an extra in Hollywood for years trying to be an actor, but that is exactly what it is.

    1. Re:Half the pay twice the work by rwa2 · · Score: 4, Interesting

      Well, there's some saying about your career satisfaction being proportional to how much of your education you're able to use on the job.

      And I have to admit, I was happiest during a brief stint at a game development studio where I finally actually got to use The Calculus. But yeah, it's much more lucrative to do boring stuff and then have free time and money to actually pursue hobbies.

      The irony of course is having gone through college getting an aerospace engineering degree that I'd never really put to use while toying around with computers and Linux all night. Now I make all of my money dinking around with my Linux at work so I can use my aerospace degree to play with toy airplanes. At least I always feel like I'm playing, I suppose.

    2. Re:Half the pay twice the work by __aaclcg7560 · · Score: 4, Interesting

      The average enterprise software developer spends years working 8 hours a day fattening his 401k

      After three years of being a video game tester, I became a lead tester and I spent the next three years going to back to school to learn computer programming. Despite working 80 hours a week for two to four weeks at a time, I was branded as not a "team player" by management because I had an exit strategy. After I left the video game industry, I spent the last ten years in help desk and desktop support roles, making more money for less hours than I did as a game tester. I'm now a senior system admin in computer security.

    3. Re:Half the pay twice the work by drinkypoo · · Score: 2

      After three years of being a video game tester, I became a lead tester and I spent the next three years going to back to school to learn computer programming. Despite working 80 hours a week for two to four weeks at a time, I was branded as not a "team player" by management because I had an exit strategy.

      And that right there is how you knew you were in a pile of shit*. True leaders create more leaders. False leaders only want followers.

      * There is a joke about this, and if you were happy there, perhaps I will relate it. But many of you, I imagine, already know the joke.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Half the pay twice the work by ctronsys · · Score: 1

      This is true. I find the puzzles I solve making android apps to be themselves more engaging than a video game; I'm uncertain where the draw to game programming is, unless you are rolling your own...

    5. Re:Half the pay twice the work by __aaclcg7560 · · Score: 1

      And that right there is how you knew you were in a pile of shit*.

      If you're a video game tester, you're always looking for a pony or unicorn to ride out of the muck.

    6. Re:Half the pay twice the work by Bob+the+Super+Hamste · · Score: 4, Interesting

      Well I get to make use of all that computational theory stuff I learned in my degree frequently at my job and it does pay well even if it is boring work with SCADA systems. I did have one of those bosses who wanted every one to work crazy hours and be on call at all times even when on vacation. When I told him I would be unreachable on one vacation he didn't believe me and after a bit of back and forth I told him that if he really needed me where I was going to be leaving my car and walking into the woods and that he should hire a trained tracker and a team of dogs.

      --
      Time to offend someone
    7. Re:Half the pay twice the work by operagost · · Score: 1

      After three years of being a video game tester, I became a lead tester and I spent the next three years going to back to school to learn computer programming. Despite working 80 hours a week for two to four weeks at a time, I was branded as not a "team player" by management because I had an exit strategy.

      Zig Ziglar used to say, "the only thing worse than training an employee and having him leave, is not training him and having him STAY!" Employers who push an employee out for enriching himself, especially at his own expense, deserve to fail.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    8. Re:Half the pay twice the work by Anonymous Coward · · Score: 0

      Yea, I thought I wanted to be a game programmer also until started making that enterprise engineering salary. When I had the opportunity to shift into games programming and learned how utterly demoralizing a career it was I ended up grateful that I never got that shot early on. I could have gotten stuck in that hell...

    9. Re:Half the pay twice the work by Anonymous Coward · · Score: 0

      Most of my undergrad and grad were focused on classes that would help me jump into the game industry. Once I graduated, I looked around and realized that there's money to be made doing the same sorts of things in simulations. Sure I'll never see my name on Super-Ultra Call of Modern Mechwarrior 2097 Game of the Year Edition, but at least I keep it close to 40 a week (more like 45), have the 401k, and a family.

    10. Re:Half the pay twice the work by Dutch+Gun · · Score: 1

      There are similarities there, I suppose. Still there's a critical difference in that analogy. To be a top Hollywood actor, you need the correct physical attributes, an unbelievable amount of luck, and time works *against* you.

      To get on a top videogame team, you need talent and experience. So in this case, time works *for* you, meaning your odds of "hitting it big" actually go up every year. I was able to land one of those AAA "dream jobs" after about eight years in the industry working from crapola titles up through mediocre licensed titles, and eventually into the types of games I really wanted to make. It's not a simple matter of luck... I spent a lot of time improving my skills and experience as a programmer, and I have a pretty good chance at just about any company I wanted to work at from here on, which is a pretty nice feeling.

      BTW, I still enjoyed working on those "crappy" titles, and it still paid the bills (although at first, just barely). Am I one of the "lucky few"? Hard to say, but honestly, it doesn't seem like an impossible road for others to follow if they're willing to put in the same effort I did. Oh, and if you're consistently working 16 hours a day, you're doing it wrong. Why the hell people stay at abusive companies is absolutely beyond me. They're not all like that - just the shittiest ones.

      --
      Irony: Agile development has too much intertia to be abandoned now.
    11. Re:Half the pay twice the work by Anonymous Coward · · Score: 0

      You know your company values you when they send out search and rescue.

    12. Re:Half the pay twice the work by Rakarra · · Score: 1

      I worked at a place which had a fantastic worker/executive relationship. They just "got it." They were the sort of executives you wanted to work for, who promoted leadership and didn't grind you into the mud with poor working conditions.

      One of their lessons was "never be afraid to hire people who are smarter than you and better than you." I am stunned by all the people who refuse to do that.

  12. Developers did it to themselves... by Anonymous Coward · · Score: 0

    ... I'm sorry to say but I have no sympathy for anyone in the videogame industry, you will find some of the most spineless, shady and cowardly simps in the game industry.

    The game industry over the last 10 years has turned totally criminal with the rise of always online/drm f2p/mmo nonsense.

  13. I write drivers by Anonymous Coward · · Score: 2, Interesting

    I write drivers for consumer electronics (tablets, STBs, some phones). I am paid significantly more than $50k/yr and I have a fairly predictable schedule. We have occasional long hours to fix the last few bugs at release. But everything is code complete when it is supposed to be, and we aren't designing new things near the end only cleaning up and making adjustments.

    So game devs, get out while you still can. There are other ways to apply your code-fu and still go home every night.

  14. "Fortunately" by Anonymous Coward · · Score: 1

    If it's such a dismal industry, why is it fortunate that developers can return to it? That's an abusive relationship, not a perk.

    1. Re:"Fortunately" by blueshift_1 · · Score: 1

      I thought the same thing - it's basically job Stockholm syndrome.

    2. Re:"Fortunately" by anyGould · · Score: 1

      If it's such a dismal industry, why is it fortunate that developers can return to it? That's an abusive relationship, not a perk.

      Because the people still want their video games, obviously!

      Same logic as sports or entertainment or journalism - we expect people to do it "for the love" instead of "for the money". Which is fine, as long as someone else isn't walking off with the damned money!

  15. Race to the bottom by Anonymous Coward · · Score: 0

    Aside from the Almighty corporate greed, freeware paid for by marketing (ex. Facebook games, everything Google makes, etc) and Open Source (which almost always implies free as in free beer more than the development process and idea sharing) are reducing the size of the pie for the rest of the software developers.

    In my opinion, we are the end of the Golden Age of software development, for the developers.

  16. Not quite, try unpaid hours by Anonymous Coward · · Score: 4, Insightful

    If you pay staff for what they do, they are happier. Expecting them to work 12 hours a day, and having to come in at weekends because your marketing department pulled a date from their arse is what pissed people off. "Free" food and drinks is no substitute for lost time with family and friends. Only those starting out are dumb enough to put up with it. Why? Because they've yet to start a family and work is all they have.

    1. Re:Not quite, try unpaid hours by bobbied · · Score: 4, Interesting

      To be fair, many times the marketing folk pull dates out of actual requirements and not just out of the air. What's really happened is the requirements and the schedule to do them was too optimistic for the resources and time allowed. You see, release dates usually are VERY important for marketing and if you miss marketing's date it can mean the difference between success and failure for the game and the company.

      What the REAL problem happens to be is NOT what you claim, but the fact that management didn't recognize the schedule slippage when it was really happening and when they could do something about it, so in order to "make it" it turns into a orgy of late nights, pizza and caffeine energy drinks for that last development phase. When really what should have happened is the requirements should have been shaved back or more resources acquired a year ago. But that kind of management is rare in any of the engineering disciplines as is the processes necessary to collect the metrics and plan the work well enough to know when you are falling behind.

      Blame the management, not marketing for what ails you in this case. More than likely the deliver date was fixed a long time before anybody started coding...

      --
      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    2. Re:Not quite, try unpaid hours by drinkypoo · · Score: 1

      What the REAL problem happens to be is NOT what you claim, but the fact that management didn't recognize the schedule slippage when it was really happening and when they could do something about it,

      Nah, this happens every game for most studios. The real problem is that they let people go when they're in between games, and then hire someone (probably a lame, at best a noob) later when they make another game. If they were able to manage their development cycles as well as other industries, they'd keep their people busy.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Not quite, try unpaid hours by bobbied · · Score: 1

      I see your point, but that's not how this gaming company thing works. To do what you want you need to have multiple games and concepts in work all the time. Development of 2-3 games at the same time takes major capital outlay, and because gaming companies are HUGE risks unless they have one or two games like COD that can sustain the cash flow, it's unlikely that they have resources for more than one shot at getting the game out.

      If you only have one game concept going, it's going to be boom and bust for development staff. It's going to be boom and bust for marketing staff too. So if you work in the industry, you need to know this and be ready to make the jump before the layoffs hit.... It's just how it is.

      --
      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    4. Re:Not quite, try unpaid hours by neumayr · · Score: 1

      Refreshingly nuanced comment, taking the blame from the whipping boy marketing. But then you're saying management is to blame, while at the same time acknowledging that they don't have the tools to do their job correctly.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    5. Re:Not quite, try unpaid hours by bobbied · · Score: 2

      Management is ALWAYS to blame, because in the end, they are responsible for everything.

      So I'd like to point out that not having the tools in place is a management problem too. This problem seems to be systemic in the industry of software development in general. Few organizations put the thought, and resources necessary into their management processes to give themselves the visibility they need to be effectively managing the system development.

      --
      "File to fit, pound to insert, paint to match" - Aircraft Maintenance 101
    6. Re:Not quite, try unpaid hours by drinkypoo · · Score: 1

      I see your point, but that's not how this gaming company thing works. To do what you want you need to have multiple games and concepts in work all the time.

      Yeah. And I understand why small developers would have trouble with that, but not the big ones. The small ones aren't making the massive games, for the most part.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Not quite, try unpaid hours by neumayr · · Score: 1

      To be fair, they're working on it, trying new stuff. Holacracy, various attempts at being "agile".. Not all of them are working out, but trial and error is the only thing they can do.

      It is true of course that in traditional hierarchal organizations blame goes up, making management responsible. But as you said, that is an industry wide phenomena, so the (widely acknowledged, also by managers) problem has to be deeper. For example, Holacracy (which I only learned about yesterday, so my information on that is sketchy at best) tries to address the issue on the organizational structure, trying to fix the problem on that level. Could work, who knows.

      My point is that managers can't do their jobs without the metrics you already mentioned, and the evidence suggests they cannot get those on their own. Research might help, otherwise we could end up in an endless loop of trial and error ("maybe this time it works out!"). I don't know if there is anything being done in academia, but it would seem to make sense.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    8. Re:Not quite, try unpaid hours by Anonymous Coward · · Score: 0

      This is also a fair description of television work. A few hours may have been budgeted for at the weekend, and you said yes thinking you'd get some time off, but what really happens? You've been set four 90 minute jobs, and if you can't do them in 120 minutes, that's your problem.

      Can't fit your breaks in? Your problem.

      Computers too old, taking hours to export some footage instead of minutes? Your problem.

      Meanwhile, the CEO fucks off on $100k, pretending that he's well paid because he's creating work... I've not seen the CEO create any appropriate work for us in years. That's not to say he doesn't create work, he does: when the machines break, he doesn't have them fixed. They sit there, and we have to work around it.

      I call that utter fucking incompetence, but he blames any problems caused by the failures on staff so he looks good to his bosses.

    9. Re:Not quite, try unpaid hours by Anonymous Coward · · Score: 0

      To be fair to management (just because), it's not all their fault either.

      They're getting enormous pressure from Marketing to deliver this massive feature list, and a shipping date that's set. They take this features list to engineering, where it gets generally sneered at and shredded, then take a revised version back to Marketing, who make more proposed changes, and so on until Engineering accepts it. At least, that's what's supposed to happen.

      Then of course the trouble starts. See, Engineering accepted the features list and timescale on the assumption that they'd have N% of their team devoted to it for M% of the time, where N and M are both unrealistically huge.

      They should have known better.

      When Jeff is diverted onto firefighting for the previous product, Mary quits to go and work for Oracle, Damien and Beth have a massive fight and just can't be left alone in the same room together - sure it's unprofessional, but it happens - then the team is basically down by one-third of its strength for the next six months. And nobody could've seen any of those things coming, but they really should've known from experience that something would happen that would have the same net effect, and so they should've pushed back a lot harder at the initial requirements.

    10. Re:Not quite, try unpaid hours by Anonymous Coward · · Score: 0

      This. It's so frustrating to see how much money gets invested into AAA games and how badly the production process goes. A typical top tier game costs $50 mil. to produce (that's excluding marketing costs).

      Let's consider that number for a moment: $50 million amounts to 500 man years at $100 000 per year. A new AAA game is almost exclusively just an iteration in a series so the work that has to be done is:

        - an update of an existing engine with some 5 - 10 new major features

        - a bunch of new art work (probably the largest amount of work)

        - some 5 hours worth of single player game - simplistic level design, basic scripted events, simple cut scenes

        - a dozen multiplayer maps

        - some minimal voice acting (maybe 1,5 hours of audio in total) and cheap soundtrack

        - testing

      Now if the PM does not manage to finish the above work with the budget without resorting to slave labor then you need to fire him/her and get a better one

    11. Re:Not quite, try unpaid hours by Anonymous Coward · · Score: 0

      At the end of my career in games, I interviewed at Blizzard for what I found out later was the World of Warcraft team. That team had just come off of Diablo II. They claimed that I was one of only 3 people chosen for an interview from a room that was literally stuffed floor-to-ceiling with demo reels. They also said that they had just spent the last YEAR working 12 hrs a day, 7 days a week, and had "only lost 3 guys, but 2 of them came back".

      I was obviously not thrilled at that, so they didn't hire me. Thank God.

      That same week I interviewed at Crystal Dynamics, where the clueless manager said that they worked 12 hrs a day, 6 days a week, and that if I was done after 8 hours, "I should find some more work to do". When I balked at that, she said that I needed to show more of an "Eye of the Tiger" spirit!

      Didn't get that job either. Thank God again.

      Finally fed up with an industry run by people with the mentality of 12 year olds, and nearing 30 myself, I went back to the Midwest. There I made a LOT more take-home pay as a college teacher, found a great wife (fellow California refugee), have 3 kids, and a large lakeside house. None of which would be even remotely affordable in the Bay Area.

      That is why almost nobody over 30 stays in games. You can make a living at it, and it's fun, but you can't really have a life.

  17. Good for them by bennini · · Score: 4, Insightful

    I am a software engineer and it's never made sense to me why people would be willing to put up with these types of conditions. Sure it's fun and way cooler that most other programming jobs but I wouldn't want to give up weekends and put up with asshole managers which inevitably make the job NOT fun.

    The employers like EA, Trion, and countless more are exploiting the people's willingness to get treated like slaves in exchange for working in the gaming industry. Engineers need to stop undermining each other by taking these shitty positions and it sounds like this might finally be starting to happen. And they shouldn't fear that the video game industry will go away because it won't. Execs will simply need to reset their profit expectations in light of paying the engineers more.

    1. Re:Good for them by Anonymous Coward · · Score: 2, Informative

      Or unionize. This is a classic example of where unions make sense.

    2. Re:Good for them by Anonymous Coward · · Score: 4, Interesting

      All it takes is 2 or 3 key players to 'walk out at 5'

      I talked about 3 dudes into doing it. We went from 60-80 hour and lots of weekend grinds to 8-5 jobs. Everyone went along with it. EXCEPT the people who love burning it on both ends and the managers with the unrealistic schedules. They burned out in under 3 years. We caught tons of hell from the double end burners. But in the end our way worked. Because the quality shot thru the roof. Ideas went from 'lets half ass this' to 'lets prototype it and pick it up in the morning'.

      Also keep in mind all of the schedules were unrealistic. There was NO point in killing yourself to make them. They would push them ANYWAY.

    3. Re:Good for them by __aaclcg7560 · · Score: 2

      Also keep in mind all of the schedules were unrealistic.

      Most schedules are tied to achieving a specific milestones AND bonus rewards. As a lead tester, I would add two months to the expected code release date and plan my testing schedule accordingly. Everyone screamed bloody murder that my code release dates were unrealistic because that often meant no one got bonuses. As I didn't get bonuses, I didn't care. My code release dates were the most accurate (+/- two weeks).

    4. Re:Good for them by Anonymous Coward · · Score: 1

      Most schedules of yours were tied to achieving a specific milestones AND bonus rewards
      Fixed that for you. Bonus means jack. Lets say they offer you 10k for a bonus. HEY not bad right? Is it worth working 2x, with no sleep, and burnout for 4 months straight? OR do like you said push the date by 2 months. You get the samish amount of pay but less burnout.

      Your group had decided on an unrealistic date. You pushed back. My point was all it takes is a few people like you to make the whole thing 8-5. I think they actually teach in MBA courses to ask for the moon and see what they get. Programmers do not like to say 'no' so therefor they always shoot for the moon when all they needed was bus ride to Seattle.

      I bet the bonus was well less than hours worked. The few I had that did 'bonus' was usually well under my pay scale for the time needed. It is usually a manipulation to make you work more for less.

    5. Re:Good for them by __aaclcg7560 · · Score: 1

      I wasn't a developer, I was a lead tester. The schedules were made from up on high and pushed down to the rest of us. Since I didn't get bonuses, I didn't care about programmers weeping in their beers about the new BMW that they couldn't afford.

    6. Re:Good for them by Dr_Barnowl · · Score: 1

      bonus rewards

      It's known that bonuses in creative jobs do jack shit for motivation and worsen performance.

      Just look at all the CEOs leaving with golden parachutes. How is their pay linked to their performance?

      We had a bonus package announced earlier in the year. I will work the same regardless, because I know if I work based on the notion I will get a bonus, then my work will be worse.

    7. Re:Good for them by Anonymous Coward · · Score: 0

      In theory, yes. In practice, unions make things a lot worse.

  18. Generalisation by monkeyxpress · · Score: 0

    I know a bunch of mobile game developers. They do seem to work harder than the corporate drone programmers I also know, but this seems to be the flip side of getting products out the door, as opposed to working on yet another CRM system plug-in that drags on for years with nobody being able to agree on what they want. In the end I think it just comes down to what you value. If you're on $50k at a startup that gets a hit game out, you could literally make millions from share options, or at the least become a key member of the team pulling in a big salary. On the other hand you could end up with nothing if the product flops. If you don't want to take that risk you can go get a corporate drone job, be reasonably bored, but bring home a decent amount of money and work yourself into a job for life maintaining some mission critical COBOL library that only you and an old guy who comes in a couple days a week have any idea how to manage.

    I actually think it is pretty cool that developers can choose where they want to be in that spectrum.

    Of course if you are a really talented developers you can get great money and conditions anywhere, and I think this annoys a lot of people. But the reality is that is true of most professions and is not exactly the fault of the talented developers.

    1. Re:Generalisation by i.r.id10t · · Score: 1

      I think that what drives the "gotta get it done yesterday" attitude with the game market is either the marketing company who printed a deadline months ago (coming next june!) for desktop/console games, or in the mobile game market the need to be first to put it out there just in case some other group is working on a similar game or to crank out a different version of the same game (see the Angry Birds franchise)

      --
      Don't blame me, I voted for Kodos
  19. Stress comes in many forms by Anonymous Coward · · Score: 0

    The biggest of which is "will I still have a job tomorrow?"

    Even IT contractors have more job security than a game developer. I'm glad I ditched the industry to go work on spacecraft. New Horizons, coming to a Pluto near you!

  20. Two words by Anonymous Coward · · Score: 0

    EA SPOUSE

    (OK, it was one word and an acronym.)

  21. Software has a huge profit margin?!? by Voltas · · Score: 1

    From what I've seen of the Video Game industry and software development in general, profit margins are huge. This just another case of management and owners taking all the profit and stiffing the working class? Its not like there is a narrow profit margin where increased staffing costs would destroy profitability. There is the carrot of "getting to make video games" but it sounds like that losses its teeth over time so you end up with a revolving door of under skilled workers.

    Maybe this industry need a little right-setting?!?!

    --
    -- Disclaimer: I can't really back up anything I post on /. --
    1. Re:Software has a huge profit margin?!? by Darinbob · · Score: 1

      Profit margins aren't that big though in many cases. Especially if you're a smaller studio and the bosses are the big name game publishers. If you're on a console then most of those console makers will skim off a lot of the profits as well. A few games will make a good profit but they tend to be rare, most of the AAA games spent so much on production that it eats the profits. Overall the big companies make money because they have so many games being churned out to a fan base that will play each one for a couple weeks before moving on.

  22. "Crunch" can be illegal (at least in the EU) by Anonymous Coward · · Score: 5, Interesting

    Just don't expect to be respected for pointing that out. I worked for Ubisoft a few years back on an utterly pathetic salary. When the crunch came along, I worked out the extra hours I was "requested" to work (unpaid, of course) would've effectively pushed my hourly salary below the national minimum wage (i.e. it was illegal) so I refused.

    Of course, my appraisal rolls round and I get an abysmal score - despite the fact that my output exceeded that of my colleagues slaving away into the late evening. One of the idiots who did my appraisal said that the studio producer had basically asked why they didn't just fire me for having such a low score, and that he'd "rescued" me by saying the work I was doing was invaluable... despite being responsible for the low score in the first place.

    Resigned shortly after and switched to web dev. Never looked back.

    1. Re:"Crunch" can be illegal (at least in the EU) by Anonymous Coward · · Score: 0

      >I worked for Ubisoft a few years back on an utterly pathetic salary. When the crunch came along, I worked out the extra hours I was "requested" to work (unpaid, of course) would've effectively pushed my hourly salary below the national minimum wage (i.e. it was illegal) so I refused.

      This is illegal in Canada and the USA as well. I imagine that any country with minimum wage legislation would have it set up similarly. I know of a specific case near me (in Ontario) where temp employees teaching classes at a gym for minimum wage were required to do setup/teardown without pay. Many years of backpay were the result of the government's decision. Of course, in the end, the company just stopped hiring temps, but hey, whatever works. :)

    2. Re:"Crunch" can be illegal (at least in the EU) by Anonymous Coward · · Score: 0

      Ubisoft does not make very good games, only standard ones

  23. Canary in the pixel mine by sinij · · Score: 3, Insightful

    Video game industry is the canary in the pixel mine. This what ALL tech work will look like if suits succeed with over-saturating the market. So with each H1B, the rest of us getting closer to this hell. Make sure to write your congressman.

    1. Re:Canary in the pixel mine by GuB-42 · · Score: 2

      Video game industry is a bit special. It has nothing to to with H1Bs and suits.
      Working on video games is the dream of many young developers. They would sell their soul just to be able to work on the games they love... and companies are all to eager to take on the offer. But don't blame it solely on big names because if you decide to roll your own or join a small team, that's even more work for even less pay.
      When I left school, in the early 2000s, several friends tried the video game industry. They all came back and are now doing "boring" stuff with a decent pay and schedule, and it was before the outsourcing boom.

    2. Re:Canary in the pixel mine by sinij · · Score: 1

      There is nothing special about over-supply of labor and the effects are predictable. Sure, in video game industry it is naive developers that are chasing a dream that create over-supply, but in some other boring case it could be glut of H1Bs.

      Both will lead to the same results.

    3. Re:Canary in the pixel mine by asdfman2000 · · Score: 3, Insightful

      You're missing the point. GP was pointing out that many H1B holders would "sell their soul", as you put it, to work any tech job in USA making 5x what they make back home.

      When a job market is oversaturated (like video game development), wages and working conditions are driven down. It's not a coincidence that the abuses of the "robber baron" industrialists in the early 1900's coincided with huge waves of immigration from Europe and elsewhere.

    4. Re:Canary in the pixel mine by Anonymous Coward · · Score: 0

      Video game industry is a bit special. It has nothing to to with H1Bs and suits.
      Working on video games is the dream of many young developers. They would sell their soul just to be able to work on the games they love...

      Well, get a real job (a nice one not in gaming) and work on open-source games as a hobby. No deadlines in open source - do as much or as little as you like & have time for. The payment is respect . . .

    5. Re:Canary in the pixel mine by ArsonSmith · · Score: 1

      High paid video game developers, Rock stars, and Movie Stars all have something in common, there is a huge line of people scrapping everything they possible can together just for a shot at being that same level.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    6. Re:Canary in the pixel mine by GuB-42 · · Score: 1

      It's usually how it ends when grown up things like family life don't take over.
      Interestingly, it doesn't seem to be a lot of open source games compared to the potential number of people doing it as a hobby. Lots of freeware though.

  24. I'm one of those people by UnknownSoldier · · Score: 4, Interesting

    I've shipped numerous games on consoles and PC. I exited the direct industry a few years back; I now make significantly more, have way less stress, and work stays at work. I also get to work on my indie game the first thing I wake up for a few hours and then start my normal day job which involves WebGL and Javascript.

    There are 4 major problems with games industry:

    * This industry was started by _hobbyists_ before the "suits" came in and tried to run it like a business. AAA games have become linear, repetitive, and formulaic narrative. This FPS map design 1993 vs 2010 sums its up.
    * I slept under my cubicle in 1995 when I worked for EA because of "crunch time." The fact that crunch time *still* exists is a symptom of managers _failing_ to take responsibility. Why do they treat game devs as a resource to be consumed. Why did it take a lawsuit "EA Spouse" to make a dent in this problem??
    * Mobile has zero respect for gamer's time. They call people who spend the most on freemium "Whales." What's the problem with freemum? You keep using this word free, but it doesn't mean what you think it means. This image succinctly summarizes how they have hijacked the word free to mean Hurry-up-and-Wait.
    * The cost of content creation is spiraling out of control. Each year the budget and man-hours keep increasing. Something has to give.

    Indies have their own share of problems but what they bring to the table is innovation. Vote with your wallet and support indie games such as:

    * Limbo
    * Minecraft
    * Path of Exile
    * The Stanley Parable
    * Trine
    * The Vanshing of Ethan Carter
    * World of Goo

    If you continue to play grind fests that have zero respect for your time such as Defiance, Destiny, Warframe, World of Warcraft, then all you are is part of the problem.

    1. Re:I'm one of those people by orlanz · · Score: 0

      Mod parent up. Well said.

      There is so little "content" and "depth" in today's games. Tons of pixels animating a rain drop falling off a leaf but that adds so little to the game. The per pixel market value is going down but the cost of making it keeps going up. The industry is more geared toward making choose-your-own-adventure movies than an actual game. Such a sad state of affairs that I hope devs leaving will eventually fix.

    2. Re:I'm one of those people by iONiUM · · Score: 2, Informative

      Minecraft? Really? You do know Microsoft bought them, right?

      Not that I have anything against Microsoft, but to call it indie is pretty miss-leading.

    3. Re:I'm one of those people by Frobnicator · · Score: 1

      I'm another who has been both in and out of the industry several times.

      I only agree with one of your problems:

      I do absolutely agree that a crunch is entirely the failure of management. Of the published games I've been on, only one suffered from a moderate crunch. Everyone, including the management people involved, were able to identify the management problem of having more features than we could meet within the date. Unfortunately for the studio it was with a well-established global brand and few features could be cut without major financial penalties, and budget constraints meant the date was difficult to move. That particular studio was in a downward spiral. For the studio management it was a choice between the bad contract or laying off the entire team, about half of the company. They were responsible enough to make it clear to the team that those were the options, even going so far as to putting it to a private vote, either voting for half the studio to be laid off or to work on the tough project and keep their jobs. Most of the team decided to keep their jobs (while sending out resumes). Ultimately about half the team quit upon finding a different employer.

      Your other issues are not industry wide. The FPS map design issue is just that, FPS maps, and FPS makes up a tiny portion of the industry by numbers; take it up with the level designers if it bothers you, or talk to the designers about changing the mechanics required. Of the 14 titles I've finished and the roughly 30 other ideas I've helped scope and prototype, only one was an FPS, and ultimately we didn't go that route. For the payment complaint, the freemium model doesn't have much to do with the developers directly, more to the design and business ends. If you can help identify a better model for your game that integrates well, go for it. Freemium can work well especially in mobile where people are expecting free-to-play for almost everything, but it isn't the only model. And the comment about cost of content depends entirely on the product, many types of games can be built without relying on expansive (and expensive) 3D worlds with realm after realm of costly hand-made content.

      I'd say pay and respect are the two biggest issues. Too many studios fail to treat their developers with respect, they disrespect them by failing to do their job of properly managing the products, they disrespect their time and wage by not scoping projects and requiring overtime, they disrespect by not communicating what they know. Many studios are good, some are terrible. I've found both tend to be good at the small companies of 10-30 people; it obviously varies by company and requires identifying the bad places, but the ones I've worked at tend to be great places to work that can pay quite well and generally avoid overtime. The trick is finding them while they're small, sifting the good ones from the bad ones, and then realizing when it is time to move on before they transition from well respected craftspeople that are nicely compensated into corporate drones with seasonal layoffs. In my region I do take about a 10% pay cut by working in games and enjoy the extra money when I work in business software, but even at the lower wage it is still a solid six-digit wage that puts my family well above the middle class.

      And as for your list, most of those games stopped being Indie years ago. There are many indie games festivals with great new products if you are looking for innovation.

      --
      //TODO: Think of witty sig statement
    4. Re:I'm one of those people by Anonymous Coward · · Score: 0

      Has it turned into a freemium clusterfuck like OP was speaking of? It probably still deserves the indie label for the moment.

      We'll see where the next gen goes.

    5. Re:I'm one of those people by Anonymous Coward · · Score: 1

      While Minecraft has been purchased by Microsoft it is still pretty much an indie game. That might change as the game gets more updates and patches. But simply being bought by Microsoft doesn't transform it into a AAA title or some such. By continuing to support it as a rock star of the indie gaming world you demonstrate to the big publishers, including the new owner, that there is value outside of the existing AAA way of developing video games.

    6. Re:I'm one of those people by Anonymous Coward · · Score: 0

      Most Indie studios still crunch. I worked at an Indie studio for 2 years and dealt closely with other indies in the area. Many of us would meet up every few months to "network" which pretty much just turned into trading horror stories like badges, trying to one-up each other to prove who worked for the bigger piece of shit.

      I was a manager and sat through multiple high-level company "strategy" meetings where the directors and CEO would come up with creative ways to keep us in crunch. Literally saying "If we let people get complacent, we'll get worse work out of them." and "We have to keep shrinking these timelines so people are properly motivated to get stuff done." meanwhile I had to go to my teams and say "we've got another shift in the deadlines, we have to get the next 2 sprints done in 2 weeks" and face people begging to have a day off so they can see their family. The last straw for me came when I had an employee asking to go to the birth of his child. I had to take that to the CEO to get approval for his time off. The CEO in no uncertain terms said "I'm looking for people who have a passion for what we do. We can't stop him from leaving, but I can't keep holding on to people who aren't team players. Let him leave. When he comes back to work I'll have his final check ready." I quit on the spot and I'm not looking back. I worked a total of 15 years in the game industry and I never once met a person in charge who was also a good person. Over 10 companies and 15 years, not a single one was anything other than a soul-sucking leach who rode the success of those under them, drove their teams like taskmasters, and thought of their employee's lives as company property to be used as needed.

    7. Re:I'm one of those people by Anonymous Coward · · Score: 0

      Sounds like your former boss would have fit in well with the National Socialist party in Germany in the 1930s...

    8. Re:I'm one of those people by fluffernutter · · Score: 2

      The game has not changed yet. I am still holding my breath.

      --
      Laws are rules for the court, but merely a bottom bar to hit for life. Think beyond laws in your actions always.
    9. Re:I'm one of those people by ArcadeMan · · Score: 1

      I'm still waiting for http://www.asteroidbase.com/da...

      I'd also like to get my hands on the full music track used in their trailer. :p

    10. Re:I'm one of those people by Anonymous Coward · · Score: 0

      The FPS map design image is /v/ crap, something with no basis in reality, but hits all the confirmiest biases. Calling Halo a corridor shooter is so utterly retarded that it borders on Big Lie; here's a map of Halo's first level. If you need more, just go look up a full walkthrough of any level in Halo and see that, fuck, SS2 is more of a corridor shooter.
      But the biggest question is who the fuck is or was excited about Defiance, a cash-in tie-in game with a fucking SyFy channel original show?

    11. Re:I'm one of those people by Anonymous Coward · · Score: 0

      They were: http://igf.com/2011/03/minecra...
      But the Microsoft buyout definitely takes them out of a 3rd party studio status.

    12. Re:I'm one of those people by UnknownSoldier · · Score: 2

      I'm quite well aware that Notch had 2.5 billion reasons to sell Mojang to Microsoft.

      I too am concerned about _future_ versions but just because Notch "sold out" doesn't negate the fact that Minecraft _started_ out as indie back in 2009.

    13. Re:I'm one of those people by drinkypoo · · Score: 1

      I too am concerned about _future_ versions but just because Notch "sold out" doesn't negate the fact that Minecraft _started_ out as indie back in 2009.

      Time to go back and study the "call to action". When you present people with an imperative and a bullet list, you are asking them to take specific actions, not in the past, but now.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    14. Re:I'm one of those people by Anonymous Coward · · Score: 0

      It was produced independently before it was purchased by Microsoft. It's not really misleading unless you think it suddenly wasn't independently produced in the past because Microsoft owns it now.

    15. Re:I'm one of those people by PitaBred · · Score: 1

      Mobile Minecraft just got a skinning patch, with In-App Purchasable extra skins. It's moving that way.

    16. Re:I'm one of those people by Darinbob · · Score: 1

      You gotta blame players too for some of this. Fallout 4 gets announced, lots of players are excited and giddy over it, but then there's this thread from some going around asking "why are the graphics so bad???" Bleh, too many players only wanting the eye candy.

  25. This is news by wiredog · · Score: 1

    People have been fleeing game development for years.

  26. All new product development by Bruinwar · · Score: 1

    Crunch time comes with most (pretty much all to some degree) companies I've worked for with all new products. As a design engineer, I've seen it since the late 90s. Now days they are applying it to everything, by using unreasonable, arbitrary deadlines on all projects (cost-outs, sustaining, etc..). Exempt employee = lots of unpaid OT.

    --
    SLOWER TRAFFIC KEEP RIGHT
  27. I read the internet for the articles. Reply to Thi by naykut · · Score: 0

    That's one reason why there is so little institutional knowledge in game companies and they end up making the same mistakes over and over again. Radyo Dinle Arabesk Damar http://www.dermangibiradyo.com...

    --
    http://www.dermangibiradyo.com
  28. explanation by buddyglass · · Score: 1

    "Passion for the craft" is why they get paid less and have crappy working conditions. Because they're committed to being a video game developer. There's a certain cool factor that motivates some devs to continue to work in that industry despite sub-standard pay and/or working conditions. In other words, part of the compensation package is "the fact that you get to develop video games". And, apparently, for some folks that's worth a non-insignificant amount of cash.

  29. The same exact concept by hyperar · · Score: 1

    but with a $10,000 annual paycheck, welcome to the third world.

  30. we need unions / better labor laws by Anonymous Coward · · Score: 0

    we need unions / better labor laws in EU if they pull this work 60-80+ a week with no OT pay and you say no they can't fire you / if they do then you can sue them a win.

    In the USA they work you so long that you make under min wage and it's harder to sue them for it.

  31. The companies wrote the rules... by whitroth · · Score: 1

    On the one hand, the folks in charge seem to be a collegium of folks who believe death marches are the proper manner to develop software.

    On the other, the big companies wrote the rules (check out the US Labor Dept), so that all computer people, pretty much, are "in management", and so can't join, say, unions. And the companies don't need to pay overtime, because they're "salaried" (really? that used to mean that if you had a light week, and worked fewer hours, no biggie, since you were around enough to more than make it up during crunches.*; now... raise your hands - who here *must* have a client charge number, and if not, THERE IS NO "OVERHEAD" NUMBER, you get to take it with or without pay? Who here, under the cover of "plausible deniability", has not charged the actual number of hours they worked?)

    But we don't need unions. Thanks for keeping me from ever getting into one, you stupid suckers.

                        mark "there are two kinds of Republicans: millionaires and sucker"

    * And if you don't believe that this is what "salaried* used to mean, and still means in some areas, let me introduce you to my wife, the salaried lawyer.

    1. Re:The companies wrote the rules... by operagost · · Score: 1

      There are two kinds of Democrats: millionaires and pawns.

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
    2. Re:The companies wrote the rules... by __aaclcg7560 · · Score: 1

      There are two kinds of Republicans: billionaires and Fox News chumps.

      FTFY

  32. L1 visas by Anonymous Coward · · Score: 0

    So don't worry! Start an office overseas and hire tons of L1 visa holders - which have no limit.

    Microsoft does this.

    Vancouver office, using Canada's liberal immigration laws to their benefit, gets tons of Chinese and Indian developers. Oh look, we have to transfer you across the border to Redmond where we work you 80 hours a week +. Don't worry, the US Citizens will train you before we lay them off.

  33. Game developers get added perks by Anonymous Coward · · Score: 0

    Sure the pay might suck, and the hours can be grueling... but at the end of the day, who gets the millions of crazed cult-like fans willing to personally fund your work for the rest of your life? Miamoto or Kotick? Devs with the right talent and ambition can literally turn into world wide rock stars, not just industry ones. That's why they do it for the craft, for the fans, and ultimately for themselves.

    1. Re:Game developers get added perks by Darinbob · · Score: 1

      Right, one rock star for every 10,000 burned out slags.

    2. Re:Game developers get added perks by Dr.Saeuerlich · · Score: 1

      you could start your own metal band for exactly the same reason. good luck becoming a world wide rock star!

  34. Why I Left by Anonymous Coward · · Score: 0

    The summary is basically why I left. Project management in the industry is really, really bad. You work really long hours because you're passionate about things, but you start to wonder why you're working so hard to pad someone else's pockets after a few development cycles. Your health suffers, your social life suffers, your family suffers. If you have any reason to work less than 80 hours a week (family, school, whatever), you're not endearing yourself to your more "committed" colleagues. This is true even if you're ultimately more productive than the rest of them.

    When you get a job outside of the industry, you realize just how underpaid game developers are. I'm making 40% more today than when I was in the industry (which wasn't too long ago). I do incredibly boring work in comparison, but I'll take 40 hours of boring each week and a comfortable retirement over the bozo management in the game development industry. I can always develop games on the side and the time has never been better for small independent developers.

  35. false dichotomy by Anonymous Coward · · Score: 2, Interesting

    it's both (& likely more)...

    I took a job at a studio w/a popular current game, my 1st time in the industry after 20+ yrs at more conventional companies. w/few exceptions they paid squat (I was shocked at what some of them were making) b/c they did have (disproportionately male) kids lined up around the block to work for them _AND_ they tolerated sexual stuff (tbf didn't see racial stuff) that would get a company in another industry sued out of existence. I got out quickly - it sounded like fun & the technical challenges of gaming sounded interesting but the answer is definitely "D - all of the above". while I envy the passion to be willing to sacrifice so much for so little that is the nature of the beast...

  36. If only... by Anonymous Coward · · Score: 0

    ...there were an extensive body of law to protect workers from this type of exploitation? Oh, there is? And employees are too terrified to assert themselves? These workers need to get themselves a union, stat.

  37. How many times? by Anonymous Coward · · Score: 0

    How many times are you going to post the same stupid comment in this thread? They're not "terrified", and they are asserting themselves. Developers leaving game development for better jobs elsewhere is exactly what should happen when the job they have sucks.

  38. They're all going indie. by Qbertino · · Score: 4, Insightful

    Any dev with a brain is going indie these days.

    There's an abundance of dirt cheap/free (beer) softwaretools.
    Hardware prices are negilible.
    Networking makes it possible to find co-devs all around the planet.
    Steam, Google Playstore and Apple Appstore are taking out the middle-men.

    All the big publishers can do these days is kill off good studios and churn out the bazillionth CoD clone. They've abandoned innovation.

    All major space games today come from teams of less than ten, such as No Mans Sky.

    Limit Theory, one of the most interesting prospects, is from a single guy!.

    Robertson is doing Star Citizen as a crowdfunded indie project - a big one, mind you.

    Koji Igarashi left Konami and started a Castlevania follow-up/Rip on Kickstarter. The fans are drowning him in money and he has more creative freedom than ever.

    Bottom line:
    Indie is where the partys at nowadays. No one wants to work for EA and the likes.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:They're all going indie. by Anonymous Coward · · Score: 0

      As much as everybody wants to be their own boss, it's only the rare exceptions who can make a living doing indie games. Out of a ten thousand games, a few dozen make enough money for the authors to live on for a year or more while working on the next project. One makes the authors independently wealthy. The rest sell 0-1000 copies and their authors need a different income source to pay for their hobby. The hits are largely strokes of luck, there's no (foreseeable) reason why e.g. "Angry Birds" made a billion dollars and a hundred other games with identical gameplay failed - all "analysis" is hindsight and thus meaningless. (Source: 20+ years in the industry and indie scene)

    2. Re:They're all going indie. by neumayr · · Score: 1

      No Man's Sky has still to see the light of day, Star Citizen is a giant cash cow even before release, with in my opinion no hope of matching the massive expectations. Robertson is probably better off to never release it and when the virtual star ship market runs dry, retire to some private island.

      --
      Truth arises more readily from error than from confusion. -Francis Bacon
    3. Re:They're all going indie. by DrFalkyn · · Score: 1

      Steam, Google Playstore and Apple Appstore are taking out the middle-men.

      They are just replacing the middle men and making it a bit easier to publish, they still take their ~30% cut ...

  39. Stop it. by Anonymous Coward · · Score: 0

    Don't let sales people drive things.

    All the best companies are run by engineers. Google, Amazon, Microsoft, Apple, Facebook, Elon Musk, etc. etc.

    1. Re:Stop it. by plopez · · Score: 1

      *ahem*
      Google - a data collection and marketing company that sometimes creates software.
      Amazon - ditto
      MS - they are a legal department that buys their innovation.
      Apple - seriously good at usability but the core of many of their apps is either open source, copied, or bought.
      Facebook - see Google
      Elon Musk - in this case we see the Howard Hughes of our time.
      etc. etc.

      I do not work for them but basically I know that from the inside the company can look very different than from the outside. Beware the 'grass is always greener' syndrome.

      --
      putting the 'B' in LGBTQ+
    2. Re:Stop it. by HornWumpus · · Score: 1

      If you work anywhere that sells products basically identical to the competitions they will be run by marketing.

      That is just a fact of life. Don't work for insurance companies/tax accountants/game studios if you don't want to answer to a marketer.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
  40. Union by MrLint · · Score: 2

    Well perhaps the IGDA will put their money where their mouth is and advocate for some form of unionization for these exploited workers?

    1. Re:Union by Anonymous Coward · · Score: 0

      Or perhaps the developers will take matters into their own hands. Oh wait, they are.

  41. Slack Time by Icebreaker · · Score: 1

    I worked for New World Computing/3do (Worked on Might and Magic 3 through 8) and I must say their are upsides to the video game industry as well
    There is the opposite of Crunch time, and that is slack time. Between projects or at the beginning of a project their was plenty of time to slack. We played lots of video games (obviously) and had lots of time off to make up for the intense periods of crunch time (sometimes 24-48 hours straight when working to meet a ship date).

    I didn't have much of a life back then but it was probably the best job I have ever had. I enjoyed being at work and had great bosses and co-workers.

    I would still be working in the industry if I could, unfortunately I moved to a place where their is no video game industry at all (Hawaii) but I make MUCH more money now than I ever did in Video games, so I guess its a trade off.
    I have a great job now, but I don't enjoy it like I did with designing video games.

    So Basically, the money isn't that good and the hours can be horrible, but the atmosphere of working in that field is wonderful. I have been playing video games for most of my life (30 out of my 40 years) and I don't see myself ever losing interest in video games.

    1. Re:Slack Time by Icebreaker · · Score: 1

      Why can we not edit posts on Slashdot after its posted?.

      I accidently used the possessive pronoun Their several times instead of the correct use of There. Oh well. Teach me to slow down and think before I type.

    2. Re:Slack Time by subanark · · Score: 1

      You cannot take back what you say. This is a censorship free (as much as possible) area. This includes yourself.

      That being said, I personally think it would be nice to edit posts, but let users see previous versions.

    3. Re:Slack Time by drinkypoo · · Score: 1

      Why can we not edit posts on Slashdot after its posted?.

      Because the moderation system barely works as it is, and if slashcode became at all more complicated its bugs would become Skynet.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    4. Re:Slack Time by onkelonkel · · Score: 1

      "I worked for New World Computing/3do (Worked on Might and Magic 3 through 8) " - This is me doing a full proskynesis while crying "I'm not worthy" - Man, I loved those games.

      --
      None of them can see the clouds; The polished wings don't care.
  42. Not all STEMers are created equal by Anonymous Coward · · Score: 0

    The good ones can be orders more productive than the bad. Many of the bad have negative productivity. The good ones also do not earn $50k/year

  43. Re: Star Citizen by friesofdoom · · Score: 2

    Star Citizen, while crowd funded, is not indie developed. Unless you consider major studios being paid by someone as indie, which they do. For instance, Kuju considers itself "indie" because it is not a publisher or affiliated with one, but they have a few big studios with 100+ per studio, in multiple countries.

    Indie in the game industry does not mean "one or two guys in an apartment"

  44. $50k, nope by thetoadwarrior · · Score: 2

    That's nothing for a job where they'll expect you to have a degree. But I'm nor surprised, there are plenty of jobs around here that even without the degree debt just wouldn't allow you to live in this area. Even some big names in science who you'd think would want top people to get shit done right pay what I consider peanuts and often only offer fixed terms. So it's pay too low to buy a home, no job security to help secure a mortgage and enough of a wage to guarantee you'll need to pay your uni debt. It's no wonder so many good devs go down to London to fight over jobs in finance.

  45. Done it, moved on by Anonymous Coward · · Score: 2, Informative

    I've done it for 25 years; I started to work on the 8 bits and it was my passion. But once the industry became big, parasites came with it as well and then everything changed.

    I worked on a few of the biggest franchises, I have been a programmer, a manager, an owner, etc.

    And about 6-7 months ago I got fed up...

    I love games, I dislike the industry, I just moved on and I really feel happier.

  46. Future slashdot stories: by Anonymous Coward · · Score: 0

    Programmers demand higher pay from video game industry.
    Video game Industry outsource jobs to other countries for cheap labor. ( with a lot of comments attacking outsourcing and H-1B)

    1. Re:Future slashdot stories: by HornWumpus · · Score: 1

      'Doing the Needful' is an unexpected flop of a game.

      --
      John McAfee 'It was like that time I hired that Bangkok prostitute; to do my taxes, while I fucked my accountant'
  47. DarinBob = "Run, Forrest: RUN!!!" by Anonymous Coward · · Score: 0

    See subject "Forrest" & this -> http://tech.slashdot.org/comme...

  48. DarinBob = "Run, Forrest: RUN!!!" by Anonymous Coward · · Score: 0

    See subject "Forrest" & this -> http://tech.slashdot.org/comme...

  49. Can't find people with experience that will take t by OklahomaRed · · Score: 1

    In talking to managers trying to hire good producers they all compline they have to kiss to many frogs and have to keep the one that misrepresent themselves and turn out to be second rate workers. Women aren't part of picture because none applied.