[Gllug] [OT] Re: VACANCY - Linux Specialist @ Visual Effects Training Facility

Aaron Trevena aaron.trevena at gmail.com
Wed Oct 10 14:58:15 UTC 2007


On 02/10/2007, - Tethys <tethys at gmail.com> wrote:
> OK, then, I will. From speaking to those I know in the industry, the
> campaign triggered by that blog post made for improved working
> conditions for perhaps 6-9 months, before things dropped back to their
> previous levels. This isn't just within one company, either, but as
> far as I can see is representative of the industry as a whole.

I've a couple of friends who have worked or still work in the games
industry, they deliverately recruit obsessive to the point of
self-destructive workaholics, because nobody else would put up with
it, and even those people often have a moment of lucidness and realise
they've been working 70 hour weeks for over a year for a game that
will probably be released un-noticed and end up in the bargain bins
for a fiver before they have recouped their lost sleep.

> > it's a tough balance; some people are there because they love their
> > work and genuinely throw themselves into it - but the point should be
> > that when that work (of art!) is done, they recuperate before hurling
> > themselves into their next masterpiece.
>
> Many have got disillusioned and gone on to do other things, but the
> fact that I still know people in the industry is proof that despite
> the poor pay and working conditions, the job must have something else
> going for it.

Yes - if you're a workaholic, perfectionist or masochist it will
ensure you get your itch scratched.

> That said, I can also point to several instances where
> there is precisely zero recuperation time, and staff are expected to
> go straight on to the next game as soon as the previous one ships,
> because, and I quote "it's already behind schedule".

+1

> As far as I can see, unrealistic management timeframes are still very much a fact of
> life in the industry, and "crunch time" is now essentially permanent.

Yup - and you still have a queue of budding young programmers jumping
at the chance to be games programmers. Much like acting in LA, there
is enough fresh talent begging for a go, that it doesn't matter if you
chew up and spit out your developers after they've burnt out.

A.

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