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

- Tethys tethys at gmail.com
Tue Oct 2 15:20:55 UTC 2007


On 10/2/07, Sarah Lemarié <sarah at thaum.net> wrote:

> > http://ea-spouse.livejournal.com/274.html
>
> Woah there Tet! Heading wildly off topic as we are, you have a fair
> point, but that blog alone spear headed a major campaign by the IGDA
> to raise quality of life as a major issue for game developers
> everywhere to acknowledge. I won't comment on the success of that

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.

> 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. 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". 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.

Tet

-- 
Perl is like vise grips. You can do anything with it but it is the
wrong tool for every job. -- Bruce Eckel
-- 
Gllug mailing list  -  Gllug at gllug.org.uk
http://lists.gllug.org.uk/mailman/listinfo/gllug




More information about the GLLUG mailing list