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MachineGames asking more staff to move to full-time office work

IbizaPocholo

NeoGAFs Kent Brockman

Indiana Jones and Wolfenstein developer MachineGames is "moving more and more" to working in the office full-time, studio director Jerk Gustafsson has told GamesIndustry.biz, having asked senior staff be in the office five days a week.

The studio currently operates a hybrid system of three days in the office and two at home which was adopted during the pandemic, but senior staff are now expected to be in the office full-time and "we are moving more and more towards five days a week," Gustafsson said. "We start with leadership. [There's] a requirement for our leads to be in office five days a week, because then we also see that in general more people will follow.

"From my point of view, and from MachineGames' view, we see ourselves as an in-office studio, because we know that we are a lot more efficient and a lot more collaborative in general when we're actually in the office together. It is an improvement in how we operate." The approach is one reason why the company has just opened a new office in northern Sweden, to support team members in that area.

His comments follow widespread criticism of Ubisoft's announcement that it is asking all staff to return to the office full-time, as part of its ongoing restructuring. Gustafsson did not comment on that policy, but said the requirement was often less demanding in Sweden as many employees live within a shorter commuting distance compared to countries like the United States. Return-to-office policies of varying strictness have previously been enacted at EA, Rockstar, and Two Point Studios.

Gustafsson said being in the office supported MachineGames' flat structure and policy of cross-disciplinary conversation, "fostering a culture of dialogue and discussions" that "helped us build stronger games, where everybody feels that they don't have to worry about coming with ideas or giving feedback."

"I think that type of culture is very important for us," he said. "And if we are together, face-to-face, it's a lot easier to handle that instead of working isolated from your own home." The studio's approach stands in contrast to PowerWash Simulator dev FuturLab, whose CEO Kirsty Rigden recently told GamesIndustry.biz that she would "never" ask staff to return to the office full-time, while admitting that remote work made it "really hard to make people feel constantly connected."
 
Time to get off the sofa fatty

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No idea why results are not measured and depending on that, home office is allowed or not. Some might do less, but some might even do more since all that "fostering a culture of dialogue and discussions" is just distractions and a waste of time for them.
 
No idea why results are not measured and depending on that, home office is allowed or not. Some might do less, but some might even do more since all that "fostering a culture of dialogue and discussions" is just distractions and a waste of time for them.
It's hard to pin down project efficiency metrics if you're evaluating everyone individually. The true measure of project performance is the productivity of the team, not the sum of the parts. One person may be efficient at some tasks working in isolation, but rarely is work structured in such a way that everyone can work without direct dependencies. Sometimes you just have to get in front of a whiteboard and work through a solution with the team, and much of the time that needs to be ad-hoc communication that remote meeting apps don't do a good job at facilitating. Especially for interactive software or entertainment projects like video games.

I think at this point the best someone should expect is a hybrid situation where there are days each week where everyone is expected to be in the office. Full remote for everyone didn't really work during covid and it still isn't really working.
 
If the whispers I hear are true, soon everyone will be working 12 hours a day, six days a week. First world people are about to learn what a third world country work regime feels like. Geography will more and more become meaningless to social status.
 
maybe having senior guys in the office would help them realize not to make a first person indiana jones game.

but tbh, if you cant figure it out over a zoom call then you are too much of a fucking idiot to figure it out in the office.
 
Wow, the anti-WFH sentiment on here is strong.

Wife and I have been working from home for over 10 years now. We can't imagine going back into an office.

I can understand that it's not for everyone, though.
 
People like to pretend like WFH had no negative effects on game development, but there is no denying that games were better when everyone was in the same office. All the anecdotes in the world don't change that fact.
 
I don't really get why people on here are so against people working from home. I split my working time between home and the office and I get more done at home. I think the split is a good balance where I can collaborate with people while in the office and then focus in on stuff at home.
 
I don't really get why people on here are so against people working from home.
Speaking for myself, I'm not "against" working from home. Hell, I'd pick working from home too, if it was an option offered to me doing some office work.

What I am against is acting as if it was some semi-mandatory human right, something that your employers owned to you.
AND I'm very skeptic of any attempt to claim that it's a boon to productivity, especially in certain creative industries.
 
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I don't really get why people on here are so against people working from home. I split my working time between home and the office and I get more done at home. I think the split is a good balance where I can collaborate with people while in the office and then focus in on stuff at home.

Real answers ranging in credibility, no sarcasm (And I do WFH, in favor of it for many employee setups/industries, and not hostile to the idea, just explaining the negativity specifically with AAA studios)

1. Consumers aren't happy with a good many AAA Western games as of lately roughly starting from when COVID happened and WFH. They see that as being a sign as a dip in quality.
1a. There is a feeling with many people that offices and teams lack cohesion since they are all remote and that is translating out into the final product.
2. Many people see the types that like WFH being obnoxious with their vanity politics which includes employment and anything that pisses them off, is all good for them

There's more nuissance in it but that's the broadstrokes.

Honestly, I think this is a trend to size down the workforce in an indirect way and oust some shitty employees without directly firing them. As far as the consumer reaction, Western AAA devs have harbored some hostility with certain segments of the fanbase so... they aren't getting much symphany from them.
 
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We just want better games, that's all.
Corporate greed is responsible for shit games, not WFH. But most power users of the internet are rich, so fat fucking chance of that being solved anytime soon.

All this hatred against WFH does is pad the Oil industry's bottom line and make working people miserable.

Then again, I've seen enough of this timeline to start assuming that's the end goal.
 
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What I am against is acting as if it was some semi-mandatory human right, something that your employers owned to you.
AND I'm very skeptic of any attempt to claim that it's a boon to productivity, especially in certain creative industries.
That's odd that someone would think it's a human right or it was owed to anyone.

Maybe I'm the oddball here, but I've been in the creative tech space for the second half of my career and the combination of in-office work, people walking to my work area to talk about random things, and unnecessary meetings (still an issue with WFH) completely tanked my focus, momentum, and productivity.

Sure, it was fun to socialize, but I saw no difference when everyone was WFH at my workplace post 2020.

I'm not sure how much different the gaming industry is, but I'd imagine being in the office makes it easier to have access to crazy powerful workstations needed to get the job done. Moving assets around has to be a pain, but all of my friends work remotely at tech companies and have zero issues with it. Then again, I really don't know.
 
Wow, the anti-WFH sentiment on here is strong.

Wife and I have been working from home for over 10 years now. We can't imagine going back into an office.

I can understand that it's not for everyone, though.
Yeah, I'll never understand the anti-WFH thing, but I've constantly seen it lumped in with "woke/progressive" discussions here or something similar. Hence people going straight to "LOL ENTITLED, LAZY, etc." realms. I've done it plenty of times because that was just the gig I had, and it worked out perfectly. But that's the thing, it isn't for everyone.

That's understandable, for sure. I've worked in tech for most of my life, but I would imagine that Game Development is a different beast remotely.

Then again, I'm not an expert in that field, so I don't really know.
As someone that's been in the industry for awhile and has done both, I personally haven't experienced a difference. You'd think that being in office would be better for communication and everything. But when you have the right things set in place it can work out just fine. But that also may be because when I've worked remotely, I've worked with remote companies that have a team made up of people that have remote experience.

All in all it's really a YMMV thing.
 
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working from home on a project like video game makes nearly zero sense to me since games are a collective product. video games need person to person developer interaction as games are mady by dozen of people and 1 simple thing can break the other. its no wonder it takes now companies years to get 1 game out
 
That's odd that someone would think it's a human right or it was owed to anyone.

Maybe I'm the oddball here, but I've been in the creative tech space for the second half of my career and the combination of in-office work, people walking to my work area to talk about random things, and unnecessary meetings (still an issue with WFH) completely tanked my focus, momentum, and productivity.

Sure, it was fun to socialize, but I saw no difference when everyone was WFH at my workplace post 2020.

I'm not sure how much different the gaming industry is, but I'd imagine being in the office makes it easier to have access to crazy powerful workstations needed to get the job done. Moving assets around has to be a pain, but all of my friends work remotely at tech companies and have zero issues with it. Then again, I really don't know.
idk what industry u were working with but video games is compelty difrent beast as one thing can legit break the game and it needs instant fixes etc ,its a collective product not just 1 person project
 
idk what industry u were working with but video games is compelty difrent beast as one thing can legit break the game and it needs instant fixes etc ,its a collective product not just 1 person project
But what is the difference between a guy sat in an office onsite sending another guy a teams message to another guy in an office onsite versus them both being at home and sending teams messages?
People seem to think working in an office is this:
double-keyboard-ncis.gif
 
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idk what industry u were working with but video games is compelty difrent beast as one thing can legit break the game and it needs instant fixes etc ,its a collective product not just 1 person project
I worked at major corporations designing software experiences for millions of users with large teams of developers, QA testers, designers, etc.
 
Wow, the anti-WFH sentiment on here is strong.

Wife and I have been working from home for over 10 years now. We can't imagine going back into an office.

I can understand that it's not for everyone, though.

The truth is there are jobs that absolutely require a physical presence, and others that benefit substantially from an in-person work environment. The teams and their individuals also matter - some people work better in person, and others remotely. Having the option for either is the right way to go. WFH has been an incredible boost in my productivity and a great benefit, but my job has no physical requirement with a stable home-environment that makes it easy to collaborate and focus. If they wanted me in person, they would be losing a significant amount of time from the commute, they'd lose the flexibility I provide in off-hours work, and they would need to pay more for that.

Looking at large dev teams in the gaming industry, I don't see the benefit of them all being mandated to return. Teams that large are not going to be realizing the same benefits as smaller teams that can rapidly prototype and bounce ideas off each other. Those requiring access to specialized equipment, yeah in person - unless they have it all at their home or contract out. But your average programmer, graphic artists, project managers, and management can do their jobs remotely. How are they quantifying how much they would be gaining by mandating RTO?

For those calling out lazy people sandbagging, for most that kind of dead weight will continue to be an issue - remote or not. Some people drag their feet more in person and blend in better that way, having an ass in a chair but not delivering adequate results. In many ways remote work makes it easier to get rid of people, especially low performers.
 
For those calling out lazy people sandbagging, for most that kind of dead weight will continue to be an issue - remote or not. Some people drag their feet more in person and blend in better that way, having an ass in a chair but not delivering adequate results. In many ways remote work makes it easier to get rid of people, especially low performers.
This is the real issue, 100%
 
idk what industry u were working with but video games is compelty difrent beast as one thing can legit break the game and it needs instant fixes etc ,its a collective product not just 1 person project
I still work in games and am currently working for a remote studio with people all around the world. It's really not a completely different beast, as long as the communication is there, and the workflow is structured well. All patches and builds are tested before going live, and if something is broken (depending on what it is) you revert to a patch or build where it didn't break and figure out what did it. But that's something that can happen IN office or remote, so it makes no difference, the fix would be the same. The ONLY difference is face time. Which, yeah, face time is great, I love going to a physical office and in most cases prefer it. But where I live there aren't any physical game studios, and I'm unable to move to a different city, state, country, etc. So, I appreciate remote being an option, because if I wanna continue to work in games it's my only option currently.

For those calling out lazy people sandbagging, for most that kind of dead weight will continue to be an issue - remote or not. Some people drag their feet more in person and blend in better that way, having an ass in a chair but not delivering adequate results. In many ways remote work makes it easier to get rid of people, especially low performers.
Couldn't agree more.
 
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U guys who are workoholics forgetting most of us doesnt give a damn if our work is excelllent/topnotch quality or just good enough/passable, we work just enough to not get fired, not to perform at our peak, if we did we wouldnt be sitting on safe salary 9 to 5 40h/week job but actually sacrifice our social life/family time/ mental and physical health and fund our own company instead xD

Some guys got that mindset, huge majority of women got that mindset too, and we wont change it no matter what so unless u guys sniff us out somehow we will keep doing what we doing waiting for retirement age :P

I will give u example of my dad, he earned decent salary compared to his less experienced/educated collegues from work but it was like rookie salary+50%, not 2-3x higher.
He decided to retire at 67 for the simple reason he had higher pension when retired vs what was offered to him for not retiring and working for another year or two, and guess what- they had to hire 4(!) women in order to do his job properly(yes, those 4 rookie women were anything but happy, had to work even on saturdays, but thats female workforce for u, tons of fake toxic positivity and hidden conflicts, terrible efficiency while having huge ego/being entitled af :P ).
 
I still work in games and am currently working for a remote studio with people all around the world. It's really not a completely different beast, as long as the communication is there, and the workflow is structured well. All patches and builds are tested before going live, and if something is broken (depending on what it is) you revert to a patch or build where it didn't break and figure out what did it. But that's something that can happen IN office or remote, so it makes no difference, the fix would be the same. The ONLY difference is face time. Which, yeah, face time is great, I love going to a physical office and in most cases prefer it. But where I live there aren't any physical game studios, and I'm unable to move to a different city, state, country, etc. So, I appreciate remote being an option, because if I wanna continue to work in games it's my only option currently.

People here are making the argument that the opportunity for Zuckerberg window style white-boarding and "random chance" walk-by serendipitous epiphanies outweigh the benefits, cost efficiencies, flexibility, and access to a larger talent pool that comes with the option for remote work. The mandate of RTO for everyone is the ridiculous part.

In my experience, the biggest difference between in person and remote work is you need to be more intentional with your interactions, and organized with everyone's schedules. The rest of the in-person experience can be easily mitigated with the tech we have. It's great because when you structure it this way, even those who prefer to be in person benefit.
 
U guys who are workoholics forgetting most of us doesnt give a damn if our work is excelllent/topnotch quality or just good enough/passable, we work just enough to not get fired, not to perform at our peak, if we did we wouldnt be sitting on safe salary 9 to 5 40h/week job but actually sacrifice our social life/family time/ mental and physical health and fund our own company instead xD

Some guys got that mindset, huge majority of women got that mindset too, and we wont change it no matter what so unless u guys sniff us out somehow we will keep doing what we doing waiting for retirement age :P

I will give u example of my dad, he earned decent salary compared to his less experienced/educated collegues from work but it was like rookie salary+50%, not 2-3x higher.
He decided to retire at 67 for the simple reason he had higher pension when retired vs what was offered to him for not retiring and working for another year or two, and guess what- they had to hire 4(!) women in order to do his job properly(yes, those 4 rookie women were anything but happy, had to work even on saturdays, but thats female workforce for u, tons of fake toxic positivity and hidden conflicts, terrible efficiency while having huge ego/being entitled af :P ).
im so glad we have many women in the game industry ,it trulty is bettter workforce then video game nerds who slept in their office
 
working from home on a project like video game makes nearly zero sense to me since games are a collective product. video games need person to person developer interaction as games are mady by dozen of people and 1 simple thing can break the other. its no wonder it takes now companies years to get 1 game out

Just like any software.
 
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