I'm a developer and I love video games but I would absolutely never work in the game industry after the horror stories I've heard. Work/life balance is too important.
yep this, I'll stick to web development where the pay is better as well.
I'm a developer and I love video games but I would absolutely never work in the game industry after the horror stories I've heard. Work/life balance is too important.
Brothers/Sisters in misery we stand together
yep this, I'll stick to web development where the pay is better as well.
Gamers are rather insatiable though. Look at how delays are seen. And also look at the derision of indies and remasters, which are becoming more important.
I think we're forgetting who we should all REALLY be feeling sorry for in this industry.
YouTubers.
yep this, I'll stick to web development where the pay is better as well.
Yet the industry won't change, eventually someone will take that position even if it takes a year or two to fill
Service model wont change anything of dev burnout situation. It could make things even worst.
I work in VFX and people are getting wise to becoming "a lead".
The incentives for leads usually suck when you consider the extra responsibilities you take on. All of the poor planning on a project hits them hardest and many feel it's just not worth it.
Don't even get me started on what happens when a show wraps and we don't have an immediate lead position ready to be filed by them.
Now crunch time is not a one time thing, service games tend to be in perpetual crunch time.How so?
but gaf told me most devs are lazy except when it comes to implementing microtransactions and screwing over our consumer rights so how can this possibly be true
Varies significantly per publisher.I thought devs had no control over microtransactions and that there is some other department that decides monetization on game functions?
I thought devs had no control over microtransactions and that there is some other department that decides monetization on game functions?
It really is terrible. I hate the influence of capitalism on gaming.
I just think it's funny that Gaf condemns the "working conditions" of the industry while simultaneously being the first to freak the fuck out about dev laziness if a AAA dares to release without like, HDR or some shit like that.
The literal worst crunch culture studio in the industry is the one that receives the most near-universal praise on Gaf.
Neil Druckmann: "How do you avoid crunch? Don't try to make Game of the Year."
So you're telling me working people on crunch schedules for months at a time, in an industry with low upward mobility and no residuals on sales... isn't the best way to run things?
I'm just shocked.
Yeah. Tech absolutely needs to be on top of this, but SV has a ready supply of bros so that's not happening anytime soon sadlyUnionize.
It doesn't seem like any governments in the US are going to regulate fair working conditions any time soon, so I'm surprised I hear absolutely nothing about unionization. The problems with burnout and crunch have been well documented for years, and that goes for a lot of tech industries outside of gaming, too.
Neil Druckmann: "How do you avoid crunch? Don't try to make Game of the Year."
When I started working at Riot, someone in my onboarding class described the gaming industry as "you work twice the hours for half the pay."
Thankfully, Riot wasn't like that and I loved my five years there. Seriously, if anyone considers a career in the game industry, look at Riot. Their mission is to be "the most player-focused game company in the world," and they absolutely mean it. It's just an incredible place to be.
I think outsourcing is starting to put a lot of cost pressure on studios. It's becoming cheaper and cheaper to send development overseas, and if you can manage it well, it's a great option.
Budgets have also shifted more and more towards marketing. When there are 10 games being released every day on Steam and 2-3 major games each week during peak seasons, you have to put in marketing dollars to stand out from the crowd.
It used to be qualified, competent, and talented developers that caused a game to "stand out" and get attention. Now, it's qualified, competent, and talented marketers, and thus the money has shifted.
Eeeh thats just one side of the equation. I see Sr. artist leads often, apply for them and hear nothing, not even an interview request.
Eeeh thats just one side of the equation. I see Sr. artist leads often, apply for them and hear nothing, not even an interview request.
Im not exactly underqualified either, Ive been art directing for years now and Im not terrible
The problem with filling art positions is manyfold. Lets get the obvious one out of the way first: sometimes you are not the right fit. Games have more broad genres now and it can be hard to find an artist that fits the required style.
As for the rest:
-Stubbornness or inability to promote from within. A big problem in many dev houses, the "new" is usually considered higher value than who you already have. This is unhealthy and leads to turnover because great talent leaves to get the promotion they deserve
-Non Artists judging art portfolios. HR can be surprisingly bad at choosing what artists get selected for an interview. They lack an eye for art and if you didnt work for a big AAA game you dont even get a chance.
-Unwillingness to take chances. With artists this is especially prevalent. I cant tell you how many jobs Ive lost out on because of an "Art Director from EA with 15 years experience, you gotta understand" Artists need to be tained and nurtured and its very hard to grow a spotless resume.
-Job requirements weed too many candidates out. Im a big proponent of "apply anyway, you never know" but a lot of artists look for any reason to hate themselves and not apply for jobs so when they see an opening requiring 6 years experience, 2D and 3D portfolios, at least one AAA game shipped and UI experience ... people just dont apply.
-Waiting too long for the perfect candidate. Ive seen medium to small sized companies in the Bay Area like NC Soft San Mateo or Pocket Gens have Lead or Sr positions open FOR A YEAR. They would have been much better off taking a chance on somebody on a trial basis instead of hurting their project.
Theres more to cover, but as a whole covering Sr. positions is hard because it catches a lot of talent between a rock and a hard place ... plus companies are way too picky and risk averse. You do have some burnout, of course, but its not nearly as simple as that, at least not in the art field.
Man, that part about the marketing is so true. makes a ton of sense, but sucks. There is just so much noise these days and it sucks that so many legitimately great games get overlooked or sell so far below expectations.When I started working at Riot, someone in my onboarding class described the gaming industry as "you work twice the hours for half the pay."
Thankfully, Riot wasn't like that and I loved my five years there. Seriously, if anyone considers a career in the game industry, look at Riot. Their mission is to be "the most player-focused game company in the world," and they absolutely mean it. It's just an incredible place to be.
I think outsourcing is starting to put a lot of cost pressure on studios. It's becoming cheaper and cheaper to send development overseas, and if you can manage it well, it's a great option.
Budgets have also shifted more and more towards marketing. When there are 10 games being released every day on Steam and 2-3 major games each week during peak seasons, you have to put in marketing dollars to stand out from the crowd.
It used to be qualified, competent, and talented developers that caused a game to "stand out" and get attention. Now, it's qualified, competent, and talented marketers, and thus the money has shifted.
Basically thisI just got a degree involving Software Development, and half the people in the CS/Engineering school were there, at least partially, because of the influence video games had on their life (those involved with Software, specifically). The only people who want to work on video games are the ones who are in the specific major for it, and most of them want to go work at Blizzard or go Indy.
Pretty much everyone who has the skills and likes video games, doesn't want to enter the field. I'm posting on a video game forum, and wouldn't touch video game development with a ten-foot pole. A software developer is one of the best jobs you can get, why would you trade that in to go work on video games? Literally one of the worst jobs in America vs some of the best. It's no contest.
yep this, I'll stick to web development where the pay is better as well.
Man, that part about the marketing is so true. makes a ton of sense, but sucks. There is just so much noise these days and it sucks that so many legitimately great games get overlooked or sell so far below expectations.
game dev isn't worth it
They should look here on GAF, That's probably MillenialsGAF dreamjob.