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IGDA Quality Of Life Survey Analyzes Game Developer Crunch
Posted by
simoniker
on Tue May 04, 2004 06:59 PM
from the captain-burnout dept.
from the captain-burnout dept.
Thanks to the IGDA for its survey details discussing the problems videogame developers face trying to balance work crunch and family/relationships. A survey commissioned by the IGDA revealed "34.3% of developers expect to leave the industry within 5 years, and 51.2% within 10 years", and also noted: "Crunch time is omnipresent, during which respondents work 65 to 80 hours a week (35.2%). The average crunch work week exceeds 80 hours 13% of the time. Overtime is often uncompensated (46.8%)." The IGDA's Jason Della Rocca is quoted as suggesting: "While game development is a stimulating and rewarding career, the work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced." Are insane hours just part and parcel of working in games, or is there another way?
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IGDA Quality Of Life Survey Analyzes Game Developer Crunch
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Personal experience (Score:5, Interesting)
The main cycle for this unsaid company was in shovel ware, low budget, 'value priced" (such a bastardization of the word 'value'), and equally low timeframe to build these games.
They'd produce about 8-10 of these crappy games a year, each game being alloted 2-3 months on average. So crunch-time was all the time, it wasn't uncommon to see their best and lead programmer working 80+ hours a week, sleeping under his cubicle desk.
Once in a rare while this is alright, but all the time got old. I left quickly and decided "This isn't for me" the pay is alright, but money is worthless if you don't have time to spend/enjoy it.
At the end of it all, it was just a nice way to get the bug out of my system. I always wanted to design games for a living, got my foot in the door and got it right back out. Fulfilled the dream, went on to do other things.
I enjoyed it more when it was just myself, hacking away at early games like Doom and Duke3D. No pressures, just fun like the games themselves.
Soon as yo umake your hobby your career, the pracitce often starts to taste sour and eventually bitter.
Re:Personal experience (Score:5, Interesting)
I'm friends with a handful of people who worked on a particular game that fit into pretty much all of the evil categories of game development, It was the third installment of a trilogy which had just been bought by another company, so they were running it into the ground and hoping for money just because of the name. My friends spent a year of their life spending every waking moment (and a lot of sleeping ones) in the office, had the release date moved up 2 months in what was originally a 12 month plan (which is already pretty fast), and then the whole staff got fired a week before the publisher put it on the shelves. In other words, no bonuses based on sales, no dev staff to make (sorely need) patches or updates, and none of the big bonus milestones that would have been reached with the originally planned 2 months more of dev time.
Basically they threw away a year and a lot of pay, all for the benefit of having an unfinished and therefore not very impressive game on their resume. I wish I could say this was some sort of freakish breakdown in the game development industry, but from my experience and what I've seen this is par for the course.
Too complex (Score:3, Insightful)
(Last Journal: Monday September 01 2003, @02:22PM)
Some people look at movies and say "Well, games are only now becoming just as complex as movies!" Not true. Games have technologiclally advanced far enough to be compared to movies: however, they are far more complex than movies. With today's games, you have the complexity of a movie combined with complete interaction by the consumer: You interact with the environment, the characters: In some cases, your actions as the character partially determine the plot.
It's quite obvious: The increasing complexity of games will, unless someone takes a stand, kill off all companies except the huge ones: I can think of only eleven companies which have the money to be able to continue to survive: Nintendo, Sony, Microsoft, Konami, Sega (maybe), Namco, Capcom, Square Enix, EA, THQ (not sure about them, though), and Take Two. All other companies will eventually be dispersed, or will be engulfed by one of the big eleven.
Re:Too complex (Score:5, Insightful)
While complexity does have a factor in delaying projects, it is minimal when compared to lack of planning.
Nearly All Deadline Driven Development (Score:2, Insightful)
(The production of many term papers seems to parallel this "crunch mode" as well.)
Isn't this true for most software developments? (Score:5, Insightful)
(http://aqfl.net/ | Last Journal: Wednesday July 09 2003, @01:16AM)
So whats new? (Score:5, Interesting)
The trouble is, programming games is "cool" and "fun". People dream about playing and writing games all day, and getting paid for it. So, the development companies have a huge pool of people they can recruit from. If you dont like your working conditions, they'll just hire someone else who will put up with it longer. Thats also why they can pay less on average for young programmers, they have plenty to choose from.
sure there is (Score:2, Interesting)
(Last Journal: Monday April 12 2004, @04:18AM)
You get different games that way from the commercial stuff, of course: because these kinds of games are developed over many years, they only survive if they are replayable. Because developers are also players, the games get improved and problems get eliminated over time.
Oh, and, of course, it's not a career choice. Open source games are for fun, both fun playing them and fun developing them.
entertainment industry (Score:5, Informative)
(http://www.tolldog.com/ | Last Journal: Saturday November 01 2003, @10:53PM)
The primary reason it happens is sliding deadlines, misunderstood goals and ill-prepared schedules. That and people being overly picky about parts of a project too early in the game.
I swore to myself that I was done with it. But I love the industry and got myself into a non-production role where I only work 50 hours a week. I am a much happier man now.
-Tim
A different approach? (Score:2, Interesting)
(http://www.frostbytegames.com/)
Re:A different approach? (Score:4, Funny)
(Last Journal: Thursday May 24 2007, @01:08AM)
Abandoning the dream ... (Score:2, Interesting)
(http://www.alexanderkharlamov.com/)
I'm glad I've decided not to pursue my dream. I now work as a programmer in a financial industry, I love what I do, and I couldn't be happier.
Typical software engineering... (Score:3, Insightful)
(http://conceptjunkie.blogspot.com/ | Last Journal: Monday August 25 2003, @10:22PM)
The other issue, which sets games apart is just that... unless word processing, or spreadsheets or browsers or any of the other 95% of things that computers are used for, pushing the technological boundaries isn't necessary and in fact causes as many problems as it solves. With games, pushing the limits is integral to the experience. How do you think id has stayed in business releasing the same game over and over for 15 years, because each new release pushes the technology in new ways and makes the experience more intense and immersive. Can you really say the same need exists for word processing. As a casual user, I could do anything I would ever want to do with a WP program 10 years ago or more.
Anyhow, I guess I've rambled long enough. I love games and would be a hell of a game designer, because it's been an interest of mine since I was designing war games with graph paper and dymo labels for counters in middle school, and I've dabbled in rewriting one of the older roguelikes, but I wouldn't want to be in this industry... I'd rather have a life. And even though I wor in other software fields, about once every three months I swear I'm going to chuck it all and become a teacher.
Maybe the "crunch time" is a little more extreme in game development, but I don't think it is unique and it certainly isn't necessary. It's just how business works. If we knew how to do it better, our society would be much more advanced than it is now... and in another few generations, it probably will be.
What Brings the Dreaded Crunch (Score:5, Insightful)
- Approaching holiday - Christmas brings about the hottest season in retail, and publishers want to capitalize on this by releasing new titles in time for this. The Christmas push is less pressing for smaller studios that distribute outside of retail.
- Media event - E3 [dejobaan.com] is when all the gaming companies and all the gaming press come together and pretty much stand around in a competition to see who can avoid having a seizure (flash/audio) [seizurerobots.com]. Or, such was my take on it. There's a huge PR incentive to have content prepared for this event; more eyeballs translates into more potential sales.
- Publisher-imposed milestone - Publishers can withhold payment or cancel projects outright if a team misses milestones; if you're nearing such a deadline, the extra hours may be the difference between a happy publisher and a cranky one.
- Competition - You might have a solid first-person shooter, but if it's released concurrent with Doom III or Half-Life 2, there's a good chance it'll be overlooked. If you own the UHF [imdb.com] DVD, you'll hear Al Yankovic lament that his movie went up against Batman, Indiana Jones, Lethal Weapon II, among others. You may also have your favorite game that was underrated due to poor timing. (Fortunately, there's always the possibility of a sequel [slashdot.org].)
- Budgetary constraints - Especially crucial if a development house is self-funding a title. If a generous publisher sees a promising project go over-budget, they might extend it. If an independent studio runs out of money for going over schedule, it must secure more financing.
- Loss of staff - This can be devastating at project-end. There's no time to train new staff; existing members must take up the slack.
Game development is a wonderful vocation, but as with anything, too much of a crunch (the death-march) results in burnout. There must be ways we can mitigate some of the above causes. Less reliance on outside investment is one, but maybe that's wishful thinking my part.Re:What Brings the Dreaded Crunch (Score:4, Informative)
(http://slashdot.org/)
I got my job straight out of University. The crunch there was much more intense, but for a shorter time. As long as I don't have to work 80 hour weeks for 3 straight months or more, I can cope. (Especially if my crunch is in the winter, when I'm not going outside anyway.
It's the way it is (Score:1)
Factors involved:
- Poor management (of assets/time/staff)
- Poor schedule planning
- Poor funding
- Too much publisher influence (resulting in developer companies cutting budgets too low yet needing to keep quality too high, at the publisher's mercy)
- AND TOO MANY "GREEN" STAFF
Yesm consider this: So much of the industry is dominated by young inexperienced newbies. They're fresh out of school, enthusiastic, but they lack the experience needed to be disciplined and productive. This is exasperated by most game company's overall "relax and have fun" attitudes. Yeah, it's cool to work at a company that lets you play with toys, has a pool table in the meeting room, etc, etc but it's not really conducive to the kind of discipline required to produce content consistently.
Faceit, it's very easy to end up working a 14 hour day when you spent 4 hours of that day chasing each other with Nerf guns or taking 2 hour lunches.
I found this story amusing, considering... (Score:5, Interesting)
(http://www.threewave.com/)
Working on a triple-AAA title requires that effort. The guys who made the LOTR movies put insane hours in as well. When you're making outstanding triple-AAA quality entertainment based media, be it movies, games, televisions shows, etc, you've got put the effort in to make it as good as it can be.
There are horror stories about publishers fucking developers with unreasonable deadlines. Fortunately, I work for a publisher that doesn't do that--the extended effort is for quality, not just for making the deadline. I count myself lucky, and I hope guys who did get fucked can find themselves working for a developer who has a good relationship with a publisher.
For me, I'm still here because I want to make the best game I can.
Re:I found this story amusing, considering... (Score:4, Insightful)
By driving employees to the point of exhaustion? Its inefficient and a poor way to build an industry. Structural engineers don't work 14 hours a day building suspension bridges. Auto workers don't work 80 hour weeks. Why must game developers work ridiculous schedules to earn their paychecks? (Hint: It has to do with management and the value of a "really cool job.")
Union (Score:2)
(http://www.michael-forman.com/ | Last Journal: Thursday June 26 2003, @11:16PM)
Every time I see a story like this I post the same thing.
Form a union. You should be paid for the hours you work. Anything else is the theft of your time and money by your employer. You say legislation allows employers to legally ask you to work overtime without pay? Vote for people who support your right to be paid for time worked.
Union. Vote.
Michael. [michael-forman.com]
A Damn Shame... (Score:2)
(http://rejamison.blogspot.com/ | Last Journal: Monday June 06 2005, @07:23PM)
My intent all through college was to get a job making games, until I actually talked to people who were in the industry. Game companies consistently offered the lowest salaries, least room for advancement, and worst benefits. After a lot of soul searching, I chose a job which payed almost 50% more than the best game company offer. And although I still regret not doing something sexier for a living, I've consistently been rewarded proportionally to how well I do my job.
Ok (Score:4, Interesting)
Sounds like a great way to build up knowledge and experience in the industry so game development advances like all other industries. Just another example of short-term, slap-a-label-on-it thinking, brought to you by middle management.
Crunch time is omnipresent,
Poor, overpaid, underqualified, incompetent management.
The average crunch work week exceeds 80 hours 13% of the time.
Omnipresent 80 hour work weeks. Sounds like about half the proper work force hasn't been hired yet. Probably because of arrogant, incompetent, cynical management.
Overtime is often uncompensated (46.8%)
Even though the video game industry makes profits in the billions.
While game development is a stimulating and rewarding career
Sure it is. From this description it sounds like a wailing shithole.
he work conditions are often taxing, making it hard to sustain a balanced lifestyle and leading many senior developers to leave the industry before they've done their best work... it is not just the community that is affected - these issues also impact the quality of games produced
No shit?
Are insane hours just part and parcel of working in games, or is there another way?
Yes. Standardize the tools. No more graphics engines for 10 years. Period. Half of all development budgets should be spent on games that haven't EVER been developed yet (no sequels, no clones, no remakes, no licensed characters). One fourth of development budgets should be used to hire independent developers. One tenth of all development budgets should fund games written by one developer.
The adventure genre should be re-invented from the ground up. Interactive fiction should be marketed again. Prices for games should be cut by 30% across the board. Electronic distribution should be standard for all games, including consoles.
Publishers should invest long-term to build a true renaissance for video and computer games. Create-your-own-game tools should be developed and marketed for all genres. Standardized artwork, engines and tools should be made available to all amateur developers.
Arcade, console and computer classics should be marketed in binary form as products by genre with properly licensed emulators. All such products should include documented source for each game with reference to the available tools so amateur developers can build their own versions of each game type. Game designs and theory should be documented as well.
The result would be decades of windfall profits for the game industry and entire libraries of new games for players, amateur developers and the mod community alike.
Oh, and it wouldn't require 80-hour uncompensated work weeks so we can have another sequel of a remake of a clone of a boring game.
Been there, done that. (Score:1)
(http://www.linkedin.com/pub/1/b92/361)
When I leave work it is still light outside, I can relax at home, sleep well, forget about the problems for a while, and continue work the next morning with fresh energy.
There is absolutely no reason to do it, if the game is not near completion and in testing. And then I don't have a problem putting in the extra time.
Expectations (Score:3, Insightful)
(http://www.psychochild.org/)
In the olden days of game development, you had people that were genuinely passionate about their project. These people were willing to go the extra mile to make the game great. That often included working insane amount of hours to put as much quality into the game as possible.
Somewhere along the lines, management decided this seemed to be the norm, so why not schedule for it? Just assume that game developers will work 60-80 hour weeks, and you can save a lot of money. So, "crunch" time went from being something developers did as a sign of pride in their work to something that managers just scheduled for.
Unfortunately, this change makes all the difference. If you don't care about the game you're working on and you're still expected to make 16 hour days for the next few months, then you're going to burn out quickly. Of course, there's a seemingly endless supply of fresh college grads willing to take the job, especially with the current economic conditions.
This is one of the main reasons why I started my own company. I wanted to feel passionate about the games I worked on, and I wanted my long hours to directly contribute to my own well-being. For the record, I work on the game Meridian 59 [meridian59.com].
My point of view,
Re:aww, poor programmers (Score:1)
(http://www.alexanderkharlamov.com/)