Work Environment for Game Developers Must Change 54
Christopher Reimer writes "C|Net is reporting from the GDC that the video game industry will have to improve its work environment as the working population gets older and unionization becomes an issue. From the article: 'Numerous studies have shown that developers and other workers putting in 12-hour days routinely make more mistakes as the midnight oil burns, said Francois Dominic Laramee, a freelance game developer and author. That means any extra productivity is eaten up by hits to product quality. "If your company is in crunch mode, drunken zombies may be checking your code right now," he said.'"
I want to... (Score:3, Insightful)
Re:I want to... (Score:3, Insightful)
Until companies that enforce policies like this get smacked around (wether legally or through lost revenue, nobody at all willing to work for them, etc), this won't change.
Re:I want to... (Score:1)
Re:I want to... (Score:2)
The problem is when your project is on the death march, and you are EXPECTED to be there 12+ hours a day, eat nothing but pizza and fast food because you're staying late (which BELIEVE ME makes you sick as hell, and even less productive).
No one has a problem with being a little bit keen, and pushing a little harder. But you can
Re:I want to... (Score:5, Informative)
Death marches (as they're affectionately known) aren't "I'm in the groove and can't possibly stop" all night coding binges. They suck the life out of you. You're typically fighting lots of bullshit (the same BS that got you behind schedule in the first place) and your morale is drained because you're never, ever on time. You're asked to the impossible; not a "I'll just work really, really hard" impossible, but "even if I never take breaks to eat, sleep, or use the restroom I'll never make that dealine" impossible. This isn't cool and the sign of a vibrant programming population. Death marches are typically the the sign of large, beaurocratic, grossly mismanaged companies with terribly managers, a complete lack of plans, and no real hope of accomplishing anything.
Re:I want to... (Score:5, Interesting)
Not to mention that if your employer gets the idea that you "want to" work all those extra hours, they'll cheerily push you even further than they would have before. Employees train their employers in what to expect from them, and while it can be tricky to do, you ideally want to let your employer know that while you're flexible, you also have limits. Sitting and working 12 hours a day without being asked to tells your employer "I have no life, and I enjoy being here, and I enjoy doing work" - forget about ever leaving that office once your employer figures this out.
I worked for a major game publisher in New York for several years, and there was this constant push-pull between employees and bosses. Both sides would be trying to stake a few extra minutes out on either side of working longer vs. leaving early. Of course, in the game industry when I say "early" I mean around 8PM. We'd constantly be trying to sneak out around 7:55 or 7:50, and in turn our bosses would routinely throw four hours worth of critical work our way at 7:30 in order to keep us there, when they could have given us that same work at any time earlier in the day. I became convinced that it was done on purpose to get us accustomed to long hours.
Over a period of time, I saw my earliest clock-out hour move, on a permanent basis, from a fairly consistent 7PM to an optimistic 9PM even during non-crunch times, with many nights during crunches much later than that. It happened over several years. Before I was hired, I was told "sometimes we work until 7 or 8", and when I first started there, indeed we all left at 7 on the dot. Then during crunch times it would be 7:30, then 8, and a "two steps forward, one step back" pattern emerged, where we'd never quite go back to the way it was before when the crunch was over. After you've been working until 8 for a while, 7:30 no longer seems so bad... similarly, after working until midnight for two weeks on end, leaving at 10PM feels almost like a break. Of course it wasn't, and everybody at the company broke down after a while - the turnover rate was conservatively around 50% from the time I was hired to the time I left. Almost nobody at the company I worked for was over 30.
This is the reality of the industry, and it's causing problems beyond simply a lack of productivity. You've got an entire industry of people who work at one company for a couple of years and then move on. Nobody ever develops a sense of loyalty, or history; people work on game sequels without ever having even played the original, they come up with new game designs and concepts that they don't even realize have been done a thousand times before. It's part of the reason for the buggy games, the lack of original concepts, it's why a one-time great company like Acclaim can fall so hard, so fast. (For the record, Acclaim is not who I worked for.) It is seriously hurting the industry as a whole and has definitely had a hand in bringing down several publishers. It's partially responsible for the consolidation we've seen in the industry over the past 5 years or so. (Of course, many other factors are involved in that too, but the lack of experience throughout the industry coupled with a high turnover rate and low productivity from unhappy, disloyal workers does not help.)
People who are outside the industry seem to have a hard time understanding how pervasive a problem this is. It isn't just some companies and it isn't just some jobs. It's all game developers and publishers, and every position, from the company CEO's on down to the product managers on down to the designers, coders, and illustrators. It's everybody, in the entire industry. And it's an industry that's losing a lot of good people every single day because of it, who are then replaced by young
Re:I want to... (Score:1)
So far this hasn't limited me very much a
Re:I want to... (Score:2)
Re:I want to... (Score:3, Insightful)
These conditions are the norm in the game industry, due to the rapid development cycle and the abundant supply of young programmers who would like to work on games rather than something less flashy.
You even mentioned government jobs, but every government programmer I've ever known worked f
Re:So what? (Score:4, Interesting)
Re:So what? (Score:3, Informative)
I know several nurses. In and of itself, it can be very demanding work, both physically and mentally, especially depending on what subfield one goes into. However, even with the great shortage of nurses, they do not have to work overtime.
Some of the game programmers I know have to though. And it isn't the fact that the work is fundamentally differ
Re:So what? (Score:3, Informative)
Unless you're writing VBA for a living, software development is a mentally challenging process. It's physically not possible to keep up the same rate of coding for 20 hours. Your brain needs time to relax and process data.
Personally, I tend to come up with better solutions to problems a few hours after I stop working on them and my subconcious has had time to process.
Crunch coding is not onl
Re:So what? (Score:2, Interesting)
As a lead tester, I worked 28 days straight for one project because my supervisor insisted, never mind that was in violation of the six-day work policy and management was looking the other way. On several occasions, I had to work a 32-hour shift to beat a deadline. I usually get hit in my performance reviews for not working enough hours. Go figure.
Knowing video game workers, they would probably start a guild instead of a unio
Re:So what? (Score:2, Interesting)
But that's life. That's how things go. I wouldn'
Re:So what? (Score:2, Informative)
When I got started working in the video game industry six years ago, crunch time was usually for a few weeks every three months or so. Now it's crunch time all the time and you're lucky to get a vacation for longer than a few days.
The video game industry has a history of burning through people from when they come in at 20 until they leave at 30. I honestly don't know if I could another job testing video games since I'm 35 and I'm not willing to work 80
Re:So what? (Score:3, Interesting)
I miss the game industry, but I wouldn't ever go back to it until I found a company that didn't force the 80 hour workweeks. I've only found one company (Gearbox) that seems
Re:So what? (Score:3, Interesting)
If you think your situation is "standard" and you are happy with it, you have a great deal to learn about a healthy employer/employee relationship. It is attitudes like yours that allow such treatment to continue.
Overtime happens, yes. But I've been working in the software (not games) development industry for about 7 years now, and I've only had one employer that asked me to work unreasonable amounts of overtime. I define "unreasonable" as regularly
Re:So what? (Score:1)
Re:So what? (Score:1)
Re:So what? (Score:4, Informative)
Re:So what? (Score:4, Funny)
What's the difference between them and us? Well, the game companies obviously don't mind putting out crap products, so they don't have to redo the work, so we need to get them on death&disability.
While I doubt anyone would be willing to work themselves to death, try going crazy if your insurance covers it:) Stress disorders, carpal tunnel, narcolepsy. Have fun with it!
Re:So what? (Score:1)
However, I do buy ergonomic devices on the company's tab and other such things for those problems. Currently the office has bought my wrist braces for to prevent carpal, a new chair (not an extreme one), ergo keyboard and trackball, and a few other things.
Something to say... (Score:5, Funny)
Check back on this page around 2am. Better make it 3.
The reasons behind crunch time... (Score:4, Insightful)
If game development teams had better management and more realistic timelines, the programmers would not have to pull 12-hour shifts and we would be seeing higher quality titles on the market.
Fitzghon
Re:The reasons behind crunch time... (Score:2, Interesting)
Hell, all the programmers' jobs you're trying to make better would rather be working the 12 hours at the competitor than not working at their newly out-of-business game shop.
Now, there are questions of these longs hours affecting quality, as you said. The real question to
Re:The reasons behind crunch time... (Score:4, Interesting)
But those long shifts look good for the middle manager reporting up the chain. "We're doing everything we can, boss!"
Re:The reasons behind crunch time... (Score:1)
Still I, and lots of people I know, can work 10-12 hours a day, 7 days a week. This is not uncommon in the sciences in academia, nor in several ``professions.'' I think some people just enjoy/value work more than others; they just have different levels of work at which they feel balanced.
So I hope that those programmers working the long hours are doing this because it's what they have a passion for. Unfortunately, I fear your point is probably correct.
About Time (Score:2, Insightful)
Change focus (Score:3, Insightful)
Re:Change focus (Score:2)
Re:Change focus (Score:1)
Re:Change focus (Score:1)
Re:Change focus (Score:2)
IATSE? (Score:4, Insightful)
Re:IATSE? (Score:1)
The level designers are doing creative work, because their job is a lot like architecture. But if only creative people get to work normal hours, then the software developers will be the only ones working late nights.
Re:IATSE? (Score:2)
IATSE is not just for the designers of shows, they also cover the people who do the low-level grunt work of building sets, flying scenery, and pushing setpeices around the stage.
Re:IATSE? (Score:2)
Don't forget that although unions represent employees, they are bureaucracies and a form of private governance (as are neighborhood associates) in and of themselves and suffer from the same inefficiences and institutional problems and large agency suffers from, and as a union member, you are re
Re:IATSE? (Score:2, Informative)
Zombies? (Score:2)
Sounds like the next spinoff... Code Auditing of the Dead. Guess this one will support a keyboard and mouse as controllers.
Indeed (Score:2)
Re:Indeed (Score:3, Insightful)
Re:Indeed (Score:1, Informative)
Game developers on the other hand, get to work 12+ hour shifts, 7 days a week, for weeks on end.
And for the people out there who say, "You aren't doing 'hard' work like digging ditches!", I say, "You're right, I'm not digging ditches. If I were digging ditches, I'd work a 6-8 hour shift, 5 days a week, with paid overtime."
caffeine != sleep (Score:1)
A recent study by Jan Born et al. of the University of Lubeck in Germany showed how a night's sleep enabled 59% of subjects to discover a trick to simplify a tedious calculation, compared to 23% of a control group who didn't sleep between two trials of the task. (Time magazine, 12/20/04).
No Unions... (Score:3, Insightful)
false alarm (Score:3, Informative)
dont go into the game industry expecting a nice cushy job. expect hell, like fending off the fifth of all computer science students who would probably kill to get a gaming industry job.
definately an exagguration, but i imagine google and pixar to be the only similarly employer-driven markets out there.
-Myren