GAF killed my childhood dream of making video games when I learned how much it actually sucksMillennialsGAF are probably old enough that they've quit the industry already
GAF killed my childhood dream of making video games when I learned how much it actually sucksMillennialsGAF are probably old enough that they've quit the industry already
Having talked to a whole lot of people and, well, just published a book that covers this subject extensively, I can promise you this is not true.There is a stereotype in the industry about how it's all long crunch hours, but these days that's really the exception, not the rule.
Having talked to a whole lot of people and, well, just published a book that covers this subject extensively, I can promise you this is not true.
I've worked on game engine development for nearly 8 years and I don't crunch, I'm paid substantially more than average for a developer in my country, and I'm surrounded by people who have been doing this for decades. So I don't really recognize the toxic work environment in the OP.
We do have difficulty finding senior engineers, but that's more an issue of finding someone who can command the respect of a lot of very smart people, which is extremely hard. Burnout isn't something I've ever personally witnessed. Much more common is leaving because the work is not creative enough.
I've been in the game industry for like 15 years, I've only once ever had to deal with a long bad crunch. There is a stereotype in the industry about how it's all long crunch hours, but these days that's really the exception, not the rule.
Which makes sense. You're working on products that just need to function properly and work efficiently, which makes it way easier to estimate a proper schedule. You don't have to worry about the amorphous, elusive "fun factor" or any of the other crazy factors that go into generating design, art, and content.In my experience, working on stuff like middleware, engines, and tools is a lot closer to traditional software/application development than game development (assuming a standalone development team not tied into a game dev/publisher directly who may tie such development into a game title's release schedule). Not nearly as many crunches if any, and generally better pay and hours.
Jason said:And I just don't have a solution for how you mitigate that or alleviate it. Organizing is one option, but seems impractical. It has to come from people deciding, "I'm going to come home at a reasonable hour because I'm not going to sacrifice myself for this game." Maybe in an ideal world if everybody did that it would lead to more reasonable production schedules, but right now it seems like the games that we are playing and the games that we are loving and the games that do all these incredible things are just the result of this terrible workforce practice and labor exploitation, really—even though people volunteer to do it—and it has all sorts of negative consequences that I think are intangible so we can't really see them.
We can't see the numbers of people who are burning out in this industry, or veterans that are leaving the industry entirely because they're sick of the crunch.
I think it's a nuanced issue, because how do you tell people No, you can't stay later and try to make this the best game possible? It's tough. There's a quote that I always reference, one of my favorite quotes in the book, from [The Last of Us and Uncharted 4 co-director] Neil Druckmann: "How do you avoid crunch? Don't try to make Game of the Year." Which is [an idea] I think is prevalent among game developers. How do you argue with that?
Yup came here to mention the pay aspect. If you can code, lead a team and manage people then you can move across to enterprise software for 2x the pay and half the hours per week.I still know a couple folks still in games in senior/executive roles that I worked with in the past when we were still in more junior positions, but a lot of us who would be in senior roles have moved out of games to other things quite a while ago. Hard to pass up better pay and working hours for similar development positions outside of games, especially in places like the SF Bay Area given the cost of living.
At some point if you pride yourself as a company employing humans, maybe turn off the fucking lights at a certain point so people have to go home.
Oh, but then you wouldn't get Game of the Year. Right.
This quote by Jason from the article is good:
Meanwhile people are saying "but just work less hours" as if the solution is that simple.
heh...70 hours. Try 100.
I don't actually believe extended crunch that has employees working past 60 hours a week yeilds better results. No one can be totally focused every waking hour at work for months on months. That's why in order to actually solve this someone needs to do a real analysis on if devs even utilize the totallity of their hours at work effectively. If they only work effectively 50 hours out of 65 why are we keeping them there longer?
You really don't get benefit from extended crunch . I'm a dev lead (not games) and just occasionally we've had to push hard for a couple of weeks to hit a deadline - ten hour days, maybe one weekend day.I don't actually believe extended crunch that has employees working past 60 hours a week yeilds better results. No one can be totally focused every waling hours at work for months months. That's why in order to actually solve this someone needs to do a real analysis on if devs even utilize the totallity of their hours at work effectively. If they only work effectively 50 hours out of 65 why are we keeping them there longer?
Because production is a disaster (like in Uncharted 4, with multiple delays) and they have to get the game done?
I don't actually believe extended crunch that has employees working past 60 hours a week yeilds better results. No one can be totally focused every waking hour at work for months on months. That's why in order to actually solve this someone needs to do a real analysis on if devs even utilize the totallity of their hours at work effectively. If they only work effectively 50 hours out of 65 why are we keeping them there longer?
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.
Amazon is just a bad example for developers in software dev. However they give huge financial incentives to work those crazy hours and have rapid upward movement if you can handle it. Game dev doesn't usually offer that.Ive been in the game industry for like 15 years, Ive only once ever had to deal with a long bad crunch. There is a stereotype in the industry about how its all long crunch hours, but these days thats really the exception, not the rule.
To really see burnout, look at Amazon programmers.
Or maybe, just maybe, people like you just aren't buying enough of those games for them to get made anymore.
Ultimately, everything bad or good in this industry boils down to you, the consumer. Gamers love to boogeyman Activision or EA or whoever but the reality is, they're only doing what you proved to be worthwhile.
Why are the single-player offline narrative-driven games GAF loves so much not being made as much anymore? You didn't buy enough of them.
Why are their microtransactions in games? Because the cost of making games has exponentially increased, but you told publishers that you refuse to pay any more for a new game then you did 5, 10, and 15 years ago.
And so on and so forth.
Regarding the bolded, often it's budgetary concerns that lead to insufficient/shortened QA. Since QA is usually a time and materials type of cost, the cost is measured in man-hours, so QA gets dumped into crunch because you can get more man-hours of work done per day if you just work more hours per day.Because once a date is committed to, a bunch of other things start getting planned around that release date - marketing campaigns, submission schedules for first-party standards review, reservations at manufacturing/duplication (especially during busy/crowded periods when everyone else also wants to use their services), dedicated space and partner campaigns with retail - having to change a date is costly to a publisher because of how much other stuff gets affected, and why publishers avoid trying to make any release date delays whenever possible. It's not about work being done effectively and efficiently.
Hence why the team is pushed to crunch to meet a date, why QA test cycles get shortened, why easily fixed bugs slip through, and why even major bugs manage to also get shipped through because the publisher makes and arrangement with the first party platform holders to waive the issue and still get them to pass cert anyway because they'll just address it in a patch.
Because once a date is committed to, a bunch of other things start getting planned around that release date - marketing campaigns, submission schedules for first-party standards review, reservations at manufacturing/duplication (especially during busy/crowded periods when everyone else also wants to use their services), dedicated space and partner campaigns with retail - having to change a date is costly to a publisher because of how much other stuff gets affected, and why publishers avoid trying to make any release date delays whenever possible. It's not about work being done effectively and efficiently.
Hence why the team is pushed to crunch to meet a date, why QA test cycles get shortened, why easily fixed bugs slip through, and why even major bugs manage to also get shipped through because the publisher makes and arrangement with the first party platform holders to waive the issue and still get them to pass cert anyway because they'll just address it in a patch.
Regarding the bolded, often it's budgetary concerns that lead to insufficient/shortened QA. Since QA is usually a time and materials type of cost, the cost is measured in man-hours, so QA gets dumped into crunch because you can get more man-hours of work done per day if you just work more hours per day.
As a QA vendor, I find that one solution to this problem is to just bluntly inform customers that you will charge more for overtime hours. Most of the time, this gets them to consider alternative options, like longer cycles or adding more testers.
GAF killed my childhood dream of making video games when I learned how much it actually sucks
I completely agree with this. I only wish that more managers would see the reality.No I get why they "do" crunch. My statement has to do on whether it's an effective use of your team's time. Can you 7-7, 7 days a week for 3 months and expect your team to effectively utilize those hours simply on the basis that if you throw more working time at the project it will for sure mean more gets done? It doesn't work like that. Long term crunch is just wasted hours eventually.
The gaming industry is notorious for it and part of that is just because it's a sum of parts industry with hard deadlines. But there seems to be a lack of contingency, project management experience and leadership able to convey that crunch isn't actually effective as a consistent exercise. Again. Can you feasible have people put forth 100% effort 80 hours a week with no breathing room? You can't.
Exactly. The decision has always been:I'm in the Software Development industry, I have heard litterally nothing good about working in Game Development. Long Hours, relatively low pay, hard work. Just not worth it IMO.
There are a bunch of development Studios here in Dallas too. Live about two blocks away from Id.
Having talked to a whole lot of people and, well, just published a book that covers this subject extensively, I can promise you this is not true.
I haven't read the whole thread yet but this is what I going to point to.
It won't be popular viewpoint here, but a HUGE part of the problem lies with us, the gamers and consumers. We are not only insatiable but nearly impossible to please. Every single issue a game might have is because the devs were lazy or just too dumb or too uncaring to take care of the problem. And we treat independent developers no differently than major studios, so "going indie" isn't a solution. In fact it's probably worse because consumer standards don't change but the resources do. Your product becomes just another "shitty indie game" to people at that point.
I am in no way saying we are solely to blame, because the machine of annual sequels and constant drip feeds of content set us up for this over the years. Truly stupid business decisions by some of the companies have fed our cynicism, too. But we have to face the fact that the medium we love is in part threatened by own crazy hunger for the content. It's a house that could collapse upon itself. Think about many great and visionary games we could be losing out on because seasoned developers don't want to stay in the industry. I'm willing to bet a huge part of the malaise people feel right now toward current gen games and their lack of creativity is due to the fact that so many major games are being made by lesser experienced people on 100-hour-a-week treadmill to fulfill a microtransaction-based business model.
I haven't read the whole thread yet but this is what I going to point to.
It won't be popular viewpoint here, but a HUGE part of the problem lies with us, the gamers and consumers. We are not only insatiable but nearly impossible to please. Every single issue a game might have is because the devs were lazy or just too dumb or too uncaring to take care of the problem. And we treat independent developers no differently than major studios, so "going indie" isn't a solution. In fact it's probably worse because consumer standards don't change but the resources do. Your product becomes just another "shitty indie game" to people at that point.
I am in no way saying we are solely to blame, because the machine of annual sequels and constant drip feeds of content set us up for this over the years. Truly stupid business decisions by some of the companies have fed our cynicism, too. But we have to face the fact that the medium we love is in part threatened by own crazy hunger for the content. It's a house that could collapse upon itself. Think about many great and visionary games we could be losing out on because seasoned developers don't want to stay in the industry. I'm willing to bet a huge part of the malaise people feel right now toward current gen games and their lack of creativity is due to the fact that so many major games are being made by lesser experienced people on 100-hour-a-week treadmill to fulfill a microtransaction-based business model.
The Uncharted 4 chapter of Jason's book has so far been particularly disturbing. I actually got really angry at the quote from (I think) one of the ND co-owners about "Well we don't technically "require" any crunch, they just want to do it!"
At some point if you pride yourself as a company employing humans, maybe turn off the fucking lights at a certain point so people have to go home.
Oh, but then you wouldn't get Game of the Year. Right.
Haven't read the book yet but is there anything about Blizzard? Because I got sent a recruitment video in an email a month or two ago and it was essentially a fluff piece about how wonderful they are, their culture and benefits and the location...with someone saying they would go hang out with different co-workers every evening for their first couple of weeks in the job and find new things about the area.
At first I was "Aw, that sounds nice" but then I was like "....but its probably bullshit" because what company as big as Blizz would let something like that happen for long, in the games industry.
I completely agree with this. I only wish that more managers would see the reality.
Software development (and many other in general needs to shake off this delusion that more hours will always mean more productivity. It's been said again and again for ages now, by many smart people.
The industry seems to have absorbed the lesson that more developers (without proper management) won't improve the progress, but they still think they can wring more from each employee.
There's a Diablo III chapter, but it's mainly about the period from Error 37 to Reaper of Souls.
Most QA folks here in California are hourly, and thus must be paid overtime due to California laws, so cutting QA time to reduce costs doesn't really work for game devs/publishers here who have large on-site QA teams. When I started out in my career in QA, overtime pay actually got my yearly income to a decent amount. The downside of course was the 60-90 hour weeks during the last 3-4 month push to a final gold master build.
I 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.
Yeah, there's definitely a dichotomy between me trying to steer clients to alternatives while some testers all me if there are overtime opportunities available so they can make some more money.Most QA folks here in California are hourly, and thus must be paid overtime due to California laws, so cutting QA time to reduce costs doesn't really work for game devs/publishers here who have large on-site QA teams. When I started out in my career in QA, overtime pay actually got my yearly income to a decent amount. The downside of course was the 60-90 hour weeks during the last 3-4 month push to a final gold master build.
18 year game industry veteran, including >16 years at the same company, checking in. Yes, I do feel like a unicorn at times. Although I work with people with longer stints, so not really.
FWIW the senior talent hiring problem is, very slowly, working to correct this. If you are a senior rendering engineer for instance, oh the leverage you have. A lot more senior devs working remote now, for instance.
Not saying it's not a problem (talent drain has always been an issue in this industry), but IME - established "AAA" teams gravitate to the other end of age spectrum. Especially in US/UK based studios.Nirolak said:that I often see the same senior positions go unfilled for 6-12+ months (and sometimes notably longer). I've also heard form some higher up publisher people that this is definitely a problem in the industry.
People that want to would just work from home in that case (I'm not just saying that - I've literally been there myself). The problem is when you have an established culture of crunch, breaking it basically becomes a retraining exercise for some people.Ralemont said:At some point if you pride yourself as a company employing humans, maybe turn off the fucking lights at a certain point so people have to go home.
Senior Art positions are probably the easiest to get and have the most straight-forward application process. There's also a quite big demand for senior talent.
What you seem to be looking for or applying for are lead/supervisor roles where you don't do much actual work and rather direct and manage others. These are harder to come by, naturally, and need either connections or extremely strong portfolios.
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.