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Businesses The Almighty Buck Games

Making Video Games Is Not a Dream Job (nytimes.com) 241

The video game industry is richer than it has ever been. Its revenue in 2018 was $43.8 billion, a recent report estimated, thanks in large part to hugely popular games like Fortnite and Call of Duty. These record-breaking profits could have led one to think that the people who develop video games had it made. But then the blood bath began. From a story, shared by an anonymous reader: In February, Call of Duty's publisher, Activision Blizzard, laid off 8 percent of its staff, or nearly 800 workers, in a cost-cutting massacre. A few weeks later, the game studio ArenaNet cut dozens of positions, while smaller layoffs hit companies like Valve and the digital store operator GOG. And just last week, the video game giant Electronic Arts announced that it was laying off 350 people across the globe.

This brutal start to 2019 followed the closures of major game companies like Telltale, the makers of games based on The Walking Dead, and Capcom Vancouver, the large studio behind the popular action series Dead Rising in 2018. All in all, thousands of video game workers have lost their jobs in the past 12 months. In many of these cases, laid-off employees had no idea what was coming. One developer at a major studio told me in February that he and his colleagues had been crunching -- putting in long hours, including nights and weekends -- for a video game release, only to be suddenly told that security was waiting to escort them off the premises.

Worker exploitation has always been part of the video game industry's DNA. Executives with multimillion-dollar stock packages often treat their employees like Tetris pieces, to be put into place as efficiently as possible, then promptly disposed of. For many kids who grew up with controllers in their hands, being a game developer is a dream job, so when it comes to talent, supply is higher than demand. Some people who make video games receive decent salaries and benefits (experienced programmers at the richest studios can make six figures), but many do not.

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Making Video Games Is Not a Dream Job

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  • by 110010001000 ( 697113 ) on Friday April 05, 2019 @10:37AM (#58389912) Homepage Journal

    Essentially game development is now using a engine (like Unreal, etc) and hooking up scripts and creating assets. That is why so many "big" games look like clones at this point.

    • by JD-1027 ( 726234 ) on Friday April 05, 2019 @10:44AM (#58389950)
      Also, with most games now just online multiplayer with a few maps, development becomes much more simple. No need for AI when you have other humans to fill the niche. I guess I don't know for sure, but lack of any single player campaign mode probably really cuts down on development needs.
      • You might be surprised. I've worked on several online games before, and multiplayer gameplay creates a significant set of technological challenges that single-player games don't have to worry about (predictive modeling, server-side validation, backend gameplay and matchmaking services, etc). And while the artists aren't necessarily creating a huge game world like in many single-player games, they're plenty busy. I don't think most people appreciate how much work goes into creating a single playable chara

      • by Kjella ( 173770 )

        Also, with most games now just online multiplayer with a few maps, development becomes much more simple. No need for AI when you have other humans to fill the niche.

        Except all the tweaking as players constantly find new ways to exploit your game mechanics, flaws in your maps etc. in ways that weren't intended but still don't really qualify as cheating or exploiting bugs. Keeping a competitive multiplayer balanced is certainly not a fire-and-forget thing.

    • by atrex ( 4811433 )
      IIRC in at least one of these rounds of mass layouts it was a lot of marketing and PR staff, rather than development staff.
    • by mjwx ( 966435 ) on Friday April 05, 2019 @10:59AM (#58390060)
      We've always known that games development was a brutal industry, ruled over by corporate overlords who want a product shipped ASAP. Fortunately this is changing as those massive games companies are starting to fail because people aren't buying Medal Of Snorefare 2001923 Modern Boredom or Generic Sports Reskinned for 20xx as much any more.

      Essentially game development is now using a engine (like Unreal, etc) and hooking up scripts and creating assets. That is why so many "big" games look like clones at this point.

      It's a bit more complex that that. However using a pre-existing engine is preferred because building a bespoke engine is so complicated that unless you've got millions in the bank and years to wait, its cheaper just to buy COTS (Commercial Off The Shelf) engine and then build the game around that. This has actually been a huge boon for smaller games developers on PC, they can use Unreal or Unity to make a game on a shoestring budget compared to many the likes of EA, Ubisoft, et al. Consoles not so much as the gatekeepers (Sony/MS) are firmly in the corner of the big boys.

      This is basically like the sports/super/hyper car industries these days. Noble automotive buys a Volvo, Yamaha or Ford engine, then builds a car designed to fit that with a bespoke frame and shell. So a company with limited resources can compete with the likes of VAG (VW/AUDI/Lambo) at the top end. We joke that Noble is "five blokes in a shed in Birmingham" but the M600 is a phenomenal car that I'd prefer over the Aventador or La Ferrari, it can only be that phenomenal because they're using a Volvo designed engine built by Yamaha.

      • by Swistak ( 899225 )
        Not to mention the safety regulations in EU make it basically impossible to certify the self-made engine for the road.
      • Games are getting more expensive too because they're being treated like blockbuster movies. Tons of expensive cut scenes (some games are nothing more than cut scenes with some minigames or QTEs in the middle), full voice acting, many gigabytes of textures, and maybe if they have time they bother with a story or gameplay. They are rushed out the door because they have deadlines - they gotta get it out in time for Christmas, every single year.

        Just like blockbuster movies they have endlessly rehashed franchi

    • Essentially game development is now using a engine (like Unreal, etc) and hooking up scripts and creating assets. That is why so many "big" games look like clones at this point.

      So the number of people needed to produce these is smaller, but the number of people trying to get into the field is probably still going up.

      Which is why this anonymous story submission reads - at least to me - like something submitted by someone "in the biz" who is hoping to protect his job by telling people "no, you don't want to do this, it's terrible".

      Apropos of nothing... you really shouldn't ever consider moving to Washington state - it rains all the time here.

    • You have a completely unrealistic view of what an engine brings to the table. It's nothing like your bizarre fantasy. Big games have many hundreds of thousands of man hours in them even using established and easy to use engines.

      • But not hundreds of thousands of hours of serious computer programming necessarily. Most of the work involves creating assets and shoving them into a big database and others taking those assets and linking them together and a few who write in some simplified scripting language. Only a handful of people will actually be adding code or extensions to the game engine.

  • Rush in (Score:5, Insightful)

    by Tablizer ( 95088 ) on Friday April 05, 2019 @10:41AM (#58389934) Journal

    If everyone and their dog want to do it, then there's lots of cut-throat competition and employers know they can treat you like crap. My relative found this out in the clothing designer industry.

    • Re:Rush in (Score:5, Insightful)

      by lgw ( 121541 ) on Friday April 05, 2019 @10:44AM (#58389952) Journal

      If everyone and their dog want to do it, then there's lots of cut-throat competition and employers know they can treat you like crap. My relative found this out in the clothing designer industry.

      "And the man in the suit has just bought a new car with the profits he made on your dreams."

      It's an old story.

      • Re: (Score:3, Informative)

        by Anonymous Coward

        Traffic - Low Spark of High-Heeled Boys if anyone wonders where the quote is from.

    • Yup, if you want a decent job with some amount of security and a salary to get slightly ahead of the pack, then you need to not be a member of the crowd that all do the same thing. If a huge number of people can do your job and everyone has the exact same set of skills that they learned in a certification course and the goal is for everyone to be a cookie-cutter clone of each other, then expect your job to be outsourced to the cheapest person. But if you can do a job where there's more demand for it than

  • by Roger W Moore ( 538166 ) on Friday April 05, 2019 @10:45AM (#58389958) Journal
    Technically it could still be a dream job. Not all dreams are enjoyable.
  • Hold on.... (Score:4, Insightful)

    by MitchDev ( 2526834 ) on Friday April 05, 2019 @10:45AM (#58389960)

    "Worker exploitation has always been part of the EVERY industry's DNA"

    There, FTFY

    • Re: (Score:3, Informative)

      by Anonymous Coward

      No, that's simply not true. It _can_ be part of massive companies, but there's plenty of companies people actually like working for.

      The game industry, however, has been that way for a long, long time. The spouses of Electronic Arts actually sued EA 15 years ago!

      https://www.gamespot.com/articles/ea-settles-ot-dispute-disgruntled-spouse-outed/1100-6148369/

      I used know someone that worked in games. Her bosses told her "this is what our industry is like". This is what people mean when they say it's in the DNA

      • It _can_ be part of massive companies, but there's plenty of companies people actually like working for.

        But that is equally true of companies that make video games - some can be great to work for.

        It's kind of absurd to claim video game jobs are bad, when what we are all rather obviously saying is "working under EA is bad". Why not just say that rather than trying to mislead someone who may want to develop games for a living?

        • by lgw ( 121541 )

          As a sector, video game development is bad. It's not just EA. It's not just Blizzard. It's not just Ubisoft. It's every large game company. Of course, you can start your own games company, but then you'll find your boss is really demanding.

        • This is a bit like saying sometimes you get a great career in professional sports and therefore going with the sports scholarship and taking the dumbed down classes rather than learning a useful skill is a great idea. There may be 10 great positions available out there but you have a hundred thousand people all trying to get them.

  • by SuperKendall ( 25149 ) on Friday April 05, 2019 @10:46AM (#58389964)

    Bad headline.

    Making video games CAN be a dream job.

    But, probably not if you are doing so for a huge company. That's the same with almost any work that can be pleasurable, until you mix in a giant organization you have to please with a million bosses above you who all have a say.

    The thing is, there has never been a better time to be a game developer and make games in a very small (sometimes just yourself) company.

    • by chispito ( 1870390 ) on Friday April 05, 2019 @11:28AM (#58390252)

      That's the same with almost any work that can be pleasurable, until you mix in a giant organization you have to please with a million bosses above you who all have a say.

      The thing is, there has never been a better time to be a game developer and make games in a very small (sometimes just yourself) company.

      Small shops can have too many bosses, too. Partnerships, for instance. You also may not be able to specialize in a particular area, because you are more likely to be wearing many hats. Not saying working for a megacorp is always better, but there are tradeoffs either way.

  • Fishing (Score:5, Interesting)

    by bill_mcgonigle ( 4333 ) * on Friday April 05, 2019 @10:47AM (#58389972) Homepage Journal

    I hear lots of kids say that they want to be game developers because they like to play games and they need a job when they're adults.

    These same kids may enjoy fishing too (some of them get outside...) but very few have aspirations of becoming commercial fishermen. Somehow they know that's a very rough job that's not for most people.

    *Anybody* considering a career really needs to think through the work/life balance and pay, from clerk to physician, and do their research. Somehow I don't think most gamers ever do that when they decide to go to school to be a game dev.

    I've told a few high-schoolers about EA Widows and they were really surprised to hear it.

    • by King_TJ ( 85913 )

      Yep! Very true!

      I think a lot of kids don't realize how different a skill-set is required to write good code vs becoming a good gamer. They just really enjoy playing their favorite video games and think it would be cool to have their name on the credits as someone who actually made one of them.

      Honestly, video games have become such large productions these days, I suspect they're more like creating Hollywood movies than anything else. If you're a really good artist and can draw the kinds of creatures, charac

  • Some people who make video games receive decent salaries and benefits (experienced programmers at the richest studios can make six figures), but many do not.

    So ... like other jobs?

  • by chispito ( 1870390 ) on Friday April 05, 2019 @10:48AM (#58389986)
    I always give younger people starting out their careers the same general advice that I was given and subsequently failed to heed as early as I should have: Find something you are good at and seek a job in whatever industry needs that skillset and will allow you to develop it further. Basically, I try to tell them to keep their "passion" for a particular cause or industry at bay, and develop their skills and resume instead. This is for two reasons.

    1) You aren't going to become CEO of Sustainable Tech Incorporated because you loved what they stood for so much you took a job in the mail room. Sorry, it just isn't going to happen.
    And, 2) You will learn to appreciate the benefit that different industries provide, and how just being good at something helps out your coworkers and customers.

    The video games industry is notorious for running sweat shops that prey on the young and naive, people who would do better to find a steady, "boring" gig with a 401k and reasonable chances for advancement. Maybe something union, if that floats your boat.
    • by Slugster ( 635830 ) on Friday April 05, 2019 @12:42PM (#58390756)
      Some years back there used to be a (US?) print magazine titled "Game Developer Magazine". It existed from 1994 to 2013. https://en.wikipedia.org/wiki/... [wikipedia.org]

      I read it at the time because of a general interest in programming and computer games. I didn't ever really expect to get a job doing it. And reading that magazine didn't really change that expectation...

      There was basically about three kinds of articles they generally had:
      --One was about new game hardware, software or related tech coming soon.
      --One was called "Post Mortem" where after a game was released, they would have a manager talk about all the major problems they had along the way.
      --The last was general management articles about running computer game production.

      From reading this magazine occasionally for a couple years I gathered two things:
      1. Many people who got hired to code were recent college grads in LA or Austin TX, who really just took the job to put something on their resumes. The lower coding jobs were low salary and long hours with little benefits, and they left as soon as they found anything better.

      2. There were constant problems with employee turnover. Many articles were about how to set up content management systems so that it was as easy as possible to get new people up to speed and working productively.


      I often wondered who the target audience for this magazine really was. From reading it, working at a game company really didn't sound like much of a dream job.
      • by UnknownSoldier ( 67820 ) on Friday April 05, 2019 @05:03PM (#58392198)

        Ex professional game dev here. I was formally in the industry from 1995 to 2011. I give dev & design advice and do indie games on the side now.

        Those articles were written by and for us professionals in the industry. Working at one company it was hard to see that everyone else had the same set of problems. GD Mag brought awareness:

        - Securing funding
        - Management setting unrealistic schedules
        - Publishers setting artificial deadlines
        - Not taking responsibility for burning people out
        - Extremely high turn over due to kids thinking game development was easy
        - Managing technical risk
        - Managing innovation vs what worked last year
        - Managing technical debt
        - Managing scope
        - Managing people
        - Managing business relationships
        - How to share knowledge
        - Create an engine vs buying off the shelf
        - What is fun?
        - What makes a good game good? What makes a bad game bad
        - What are today's and tomorrow art challenges?
        - What is a good, flexible, scalable pipeline?
        - How to avoid crunch time? How to manage crunch time?
        - Audio design
        - Animation tricks
        - Technical tricks
        - Applied higher level Mathematics
        - etc.

        I worked at several game development studios. While I started just out college almost all were dream jobs. I had the opportunity to learn tons about programming and about the game industry. I was extremely lucky. The industry is definitely volatile -- few smaller studios folded while I was working for them or shortly after I left. I only had to crunch a few times. Inspire of all the negatives about the industry it was a great opportunity to learn many things that just can't really be learnt any other way. You don't really understand something until you learn how NOT to do it.

        I know people got burnt out, got taken advantage of, were exploited, and it sucks. A few companies actually cared about doing things right and treating people with respect. Don't judge an entire industry just because the majority cared about making money. Many, many people were in the industry because they were passionate about making games and entertaining people. Some just wanted the paycheck.

        I wouldn't trade my experiences for anything.

        --
        Lies of Atheism: Your "bible" contains literal lies so the entire thing is worthless.

    • What's that -- don't follow your passion? Mike [youtu.be] Rowe [youtube.com]

      "Find something you are good at and seek a job in whatever industry needs that skillset and will allow you to develop it further. " A friend of mine decades ago said: "Find a niche and exploit it."

      You'll have to get up and do the same thing pretty much each day whether you want to or feel like it or not, so you might as well try to find something that you enjoy. You might like the money but if you hate the job you'll be miserable; don't pick the j
  • Solo Programming (Score:4, Insightful)

    by Tempest_2084 ( 605915 ) on Friday April 05, 2019 @10:48AM (#58389988)
    My interest ended when it was no longer possible for a single programmer (or a very small group) to make games anymore. When I was a kid growing up with my Atari 400 and Apple II I dreamed of possibly being able to come up with a new game idea, programming it, and getting it published somewhere. However by the time I was in college and getting my computer science degree I realized that those days were long over and games were far too complex to make by yourself. Not to mention the whole industry had changed drastically by that time becoming the meat grinder it is today.

    Personally I don't know why anyone would want to make games for a living anymore. Even if you don't mind the grueling hours, crappy management, and relatively low pay, it sucks the fun out of what you used to enjoy.
    • Re:Solo Programming (Score:5, Informative)

      by Dutch Gun ( 899105 ) on Friday April 05, 2019 @11:01AM (#58390068)

      Why do you think it's now impossible to make games with a small group or solo dev? In fact, I'm a solo dev doing that right now, and there are plenty of other examples. Obviously, you can't expect to create a game that competes with AAA stuff, but there are plenty of game types that are well within reach of a single developer. Modern tools and language improvements allow you to be vastly more productive and do much, much more than you ever could back in the Apple II days (my first computer too).

      • Re: (Score:3, Informative)

        After many years of game industry experience as a cog in the machine, I am now also a solo developer. I went to an indie meetup not that long ago and came across a guy even older than me. He was talking about how "easy it is" to make games nowadays. It is certainly true that there are more opportunities than ever; that free engines, resources, tutorials, and publishing platforms are plentiful. Back in "our day," those things hardly existed or not at all. Of course, he's mostly right.

        However, it is also

      • Why do you think it's now impossible to make games with a small group or solo dev?

        You might need a "small group" just for the organizational and accounting aspects of dealing with the console makers that act as gatekeepers to your market. For example, the PlayStation developer signup form [playstation.com] currently requires each developer to be a corporation or LLC with its own tax ID, an office with a static IPv4 address, and a domain name with website and email under that domain. SIE declines to do business with sole proprietorships, and many ISPs offer a static IP only to offices in commercially zoned

        • "For example, the PlayStation developer signup form [playstation.com] currently requires each developer to be a corporation or LLC with its own tax ID, an office with a static IPv4 address, and a domain name with website and email under that domain. SIE declines to do business with sole proprietorships, and many ISPs offer a static IP only to offices in commercially zoned areas, not to home offices."

          Those are excuses. An individual can form a LLC or Corp C/S with tax ID for a few hundred dollars. You can ge

        • by cruff ( 171569 )

          ...and many ISPs offer a static IP only to offices in commercially zoned areas, not to home offices.

          It's easy to get a virtual private server hosted at an ISP for a small sum per month to establish an static IP address.

      • The indie game/solo programmer reemergence phenomena has only come about in the past 5+ years. My experience is based on when I was in college and had to make a decision on what I wanted to do with my life (circa late 90's). At the time there really wasn't any large scale indie game programming unless you want to count shareware which isn't a viable career path. Maybe if I was graduating now I would do things differently.
    • by Oswald McWeany ( 2428506 ) on Friday April 05, 2019 @11:02AM (#58390088)

      My interest ended when it was no longer possible for a single programmer (or a very small group) to make games anymore. When I was a kid growing up with my Atari 400 and Apple II I dreamed of possibly being able to come up with a new game idea, programming it, and getting it published somewhere. However by the time I was in college and getting my computer science degree I realized that those days were long over and games were far too complex to make by yourself. Not to mention the whole industry had changed drastically by that time becoming the meat grinder it is today.

      Personally I don't know why anyone would want to make games for a living anymore. Even if you don't mind the grueling hours, crappy management, and relatively low pay, it sucks the fun out of what you used to enjoy.

      Sure you can; there are still games out there written by small groups or individuals. Some even sell astonishingly well. The trick is, you're going to have to stay motivated and have a day job in the beginning. It takes a lot longer to write a game by yourself than when you have room(s) full of developers. You're not going to compete with the big guys in graphics, effects, or music.

      The trick to being a small operation is being creative. You've got to write a game, or reimagine a genre in a way that hasn't been done before, and is still fun. You've got to embrase quirky graphics, go pixel or 8 bit if you have to- embrase it! You're probably not going to write a good FPS that can compete with the big guys- so think of something different, something more unique.

    • My interest ended when it was no longer possible for a single programmer (or a very small group) to make games anymore.

      So you're still interested? Because there are tons and tons of indie games developed by one person or a small group. You're not going to get your game on a retail shelf, but you can sell it directly (or through just one middleman) and collect most of the profits yourself.

    • ...are still being made.

      No one says you have to make graphically and mechanically complex games.

      What we used to consider top of the line video games are now considered leisure games. And there is a huge market for them.

      If you want to make games with a small team, pick up all those throwback consoles and find something you want to create your own version of.

    • You don't need 3-D rendering and C/GPU-hogging programs to make good games. There are some text-based games that are far more fun than most 3-D and virtual games will ever be. Ideas trump graphics. Same goes for films. A lot of this CGI-crap cannot touch films made before CGI was even a thing, where story, script, acting, and skilful set design still held some value. It still holds value. Heck, a bunch of humans around a card table rolling dice and going over scenarios seems buckets more fun than 'grinding'
  • "Learn to Code" (Score:2, Interesting)

    by Zorro ( 15797 )

    That worked out.....OK maybe not.

  • and when I was, it was for mainframes, so the languages I know/knew (been trying to forget COBOL forever) would be of minimal use for game design.

    However, it seems to be some of these mass laid-off employees could band together and form their own firm, no?
    Clearly they've got the knowledge, and here would be a prime opportunity to make, not only a better game (free of P2P/P2W,etc) but a better working environment as well.

    I dunno, I don't work in that field any more, maybe I'm way off...

    • With ready to use game engines like Unity, you really mainly need scripting rather than heavy programming skills. Most of the effort is in game design and developing graphic assets.

    • The layoffs in TFS were mostly in the marketing/PR/customer support parts of the companies. Very few were developers. So they're not in a good position to create a new gaming company.

  • Supply and Demand (Score:3, Insightful)

    by hedge00 ( 1395807 ) on Friday April 05, 2019 @10:52AM (#58390010)
    When the hiring manager has starry-eyed young hopefuls lined up out the door and around the block, who view a game developer job as the culmination of their lifelong dream, of course working condition will be shit. Because you're all easily replaceable. So you put in unpaid overtime during crunch time and get laid off after the product ships. Contrast this to someone who does non-glorified skilled work and has a reliable job and decent work/life balance.
  • From everything I've heard it can be extremely difficult and thankless working for a large Video Game corporation. So this is hardly a surprise. It's a lot more rewarding I imagine if you're an Indy Game designer who succeeds.

  • Winter is coming (Score:2, Insightful)

    by Comboman ( 895500 )
    Companies all over are scaling back their fixed costs because they know another recession is coming in the next 6 to 12 months thanks to Trump's tariffs/trade wars/general instability. It'll be a bad one too, because the tools government normally uses to fight recession (tax cuts & interest rate cuts) have already been used by Trump in a failed attempt to boost his popularity.
    • Companies all over are scaling back their fixed costs because they know another recession is coming in the next 6 to 12 months thanks to Trump's tariffs/trade wars/general instability. It'll be a bad one too, because the tools government normally uses to fight recession (tax cuts & interest rate cuts) have already been used by Trump in a failed attempt to boost his popularity.

      To be fair, as anyone who has already filed taxes (and isn't wealthy) has already found out. Trump's tax cut was actually a tax-raise for most people. It was only a tax cut for the wealthiest. I know lots of people who are used to getting several thousand dollar refunds now owing several thousand to the government instead.

      There is room for tax cuts- just roll them back to how they were three years ago.

      • by XanC ( 644172 )

        You're not confusing the final tax-day reconciliation (refund vs owing) with the actual tax burden, are you?

        • Probably because they live in a high-tax state and can't deduct those sky-high taxes. My taxes did go down, and I am not a high-income earner by no means. Newsflash: Because you are too idiotic to vote out your politicians who raise your outrageous property taxes, or increase regulations where it's hard/impossible to buy a decent house for less than 6-7 digits, don't blame Trump for that. Why should I subsidize you're lack of vision?
          • Why should I subsidize you're lack of vision?

            Because you don't. The wealthier states, generally with higher state taxes, subsidize the poorer states.

    • by Ogive17 ( 691899 )
      My company has been on a soft hiring freeze the past year. We've had 4 people move on to other opportunities and have only been able to replace 1. It wouldn't be so bad if they'd spread some of that extra money out to those of us left (only 5 of us remain).

      Overall sales look good however our industry is one of those most impacted by Trump's trade war. I do not disagree with his intentions on improving trade, especially with China.. but the plan seems to be just burn everything down.. I don't think ther
  • by Higaran ( 835598 ) on Friday April 05, 2019 @10:55AM (#58390032)
    Game testers are treated even more like garbage, often they are employed by a separate company, and crammed into the basement for minimum wage.
    • by Shotgun ( 30919 )

      So that's why all those Slashdotters stay in the basement. Is the "separate company" named MOM?

  • by foeclan ( 47088 ) on Friday April 05, 2019 @10:56AM (#58390036)

    This really isn't specific to the gaming industry.

    My first job (printer company) I lost because we were acquired and they wanted to cull the herd.
    My second job (storage company) I lost because we outsourced everything.
    My third job (HPC company) I lost because our CEO was an idiot and ran the company into the ground.
    My fourth job (storage company) I lost because we bought our biggest competitor, put them in charge of my division, and then strangely we took the brunt of the cuts.

    experienced programmers at the richest studios can make six figures
    Experienced programmers pretty much anywhere should be making six figures. If they're not, they're probably being taken advantage of.

    • by Kjella ( 173770 )

      Sounds like you had a bad beat. I think gaming is even worse though because most businesses need some kind of continuity in customers, solutions and business relationships that very few gaming companies do. If your game is shit on release day you very quickly lose users and never get them back. Or you have people who grin and bear it but it's not really helping if you fix it three or six months down the line. If it's a success you'll have lots of users who's never played any of your games before. It's a con

  • by alvinrod ( 889928 ) on Friday April 05, 2019 @10:57AM (#58390042)
    This is hardly a new problem or something that people haven't been aware of for decades. The EA Spouse blog is almost 15 years old [gamasutra.com] at this point and its the same story.

    With the rise of Steam and in a broader sense digital distribution itself, there's no reason you can't make your own game. Minecraft became one of the biggest and most successful games of all times. More recently, Stardew Valley has sold millions of copies, and it too was made by an independent developer. You can even make big 3D games thanks to things like Kickstarter. Kingdom Come Deliverance raised money through crowdfunding [kickstarter.com] and produced a title that's similar in scope to an Elder Scrolls games, so you're hardly limited to just 2D sprite graphics. I think Star Citizen raised more than any other Kickstarter project ever.

    So if you think working for the man sucks, then quit and start your own company, make your own game, and be the one to reap the rewards of your own effort.
    • Say someone does decide to save up enough money from his or her day jobs to incorporate and start building games. One thing I realized when considering going this route is that not everybody who has worked in a video game studio is skilled in all parts of the process. Could you recommend any good resources for a game developer to build skills in marketing, both to promote a game to the public and to promote a game to the console makers who operate the storefronts?

      • by Cederic ( 9623 )

        promote a game to the console makers

        Starting as an independent with no immediate contacts in those organisations I think I'd focus on building a brand, community and successful product within the more accessible markets first - mobile or PC.

        It's a lot easier to go to MS or Sony when you can prove there's demand for your product and it's beneficial to them to help you deliver it on their platform.

  • Six Figures? BFD! (Score:5, Interesting)

    by Anonymous Coward on Friday April 05, 2019 @11:02AM (#58390078)

    In order to have a middle class life - support a family of four ( own a house, own a car, health insurance (and dental & vision), retirement savings), all on a single income requires a six figure salary in most places in the USA.

    My grandfather did all that ( a family of seven!) on a BLUE COLLAR pay check - and all he had was a ninth grade education.

    What's different? Aside from the fact that there were more opportunities back then and that about 10% of people went to college (and college was much cheaper back then), he was in a union.
    The union made sure people got training, acted as a buffer for technology changes, and made sure management didn't abuse the workers too much. I'm not saying it was perfect but it was better than today.

    Back then, they had stakeholder capitalism. Everyone - investors, workers, local residents (government) - had a say in the company.
    Now it's all investors' interests and everyone else can go screw. Wealth rules - everyone else drools.

    Miner wants to destroy the local environment and pollute the drinking water and destroy the fisheries downstream?
    It's all good. Pretest and then you hate: jobs, capitalism, and America! Tough shit if the residents of that mining town have to drink bottled tap water out of plastic bottles.

    Stakeholder capitalism = good.
    Shareholder capitalism = evil.

    • Re: (Score:2, Insightful)

      by Anonymous Coward

      Grandfather had a 1200 sqft house.
      1 car
      B/W TV or no TV
      Radio

      You can EASILY do that on min wage or slightly more in most of US. What you are bitching about is big screen TV, Netflix, Hulu, 3 cars, going out drinking multiple times a week, multiple cell phones, and on and on.

      Compare apples to apples. You don't need a 3000 sqft house otherwise you DO need six figure.

  • by EllisDees ( 268037 ) on Friday April 05, 2019 @11:02AM (#58390080)

    Working long hours for a company that doesn't give a shit about you is strictly for suckers. Get in at 8:30, leave at 5:30, take an hour for lunch. Go home and enjoy the money you make. Encourage everyone else to do the same. You will be fine.

    • 8:30 is to early to get in and 5:30 is to early to get out, and my lunch break is 30 mins, not 60 ..., I try to cut it to 20mins, though.

    • by ljw1004 ( 764174 )

      Working long hours for a company that doesn't give a shit about you is strictly for suckers. Get in at 8:30, leave at 5:30, take an hour for lunch. Go home and enjoy the money you make. Encourage everyone else to do the same. You will be fine.

      Oh! I'd consider 8:30-5:30 an unacceptably long day. I do a solid 9-5 in tech, and think that's enough, and I tell my reports the same. (we work for a company that does care about us, fortunately).

  • Anyone that thinks working for a major video game developer is a dream job has had some big time blinders on for a very long time. We've had numerous reports over the last decade about the crunch culture, overtime, stress, and etc that developers at major studios suffer from.
  • Man if there were only an organization out there for the worker, like a union of some sort...

  • ...is someone who hasn't been paying attention for the last 20+ years and sorry but that would suggest they're so inattentive to important things that they probably deserve to be paid and treated like disposables.

    Sorry, but the truth can be painful.
    Nobody's entitled to make a living wage "following their dream". That's not how the world works.

  • When I see record-breaking revenue being referred to as recording-breaking profits, I must question the validity of the article: Revenue == Top-line (not profits) Earnings == Bottom-line (profits)
  • by Berkyjay ( 1225604 ) on Friday April 05, 2019 @11:52AM (#58390384)

    This is why I only play indy games these days. I get more fun out of Rimworld, Cataclysm, & Dwarf Fortress as I ever did out of any of the AAA games spewed out these days.

    • Comment removed based on user account deletion
      • by Cederic ( 9623 )

        Nah, Euro Truck Simulator 2 and American Truck Simulator are created by what was a small independent studio.

        They're not as small any more, but that's because they've been successful

  • Making games hasn't been a dream job since the 80s and maybe not even then. I grew up in the 80s and like millions got interested in technology through video games. I got deep into the hobby, wrote loads of half-finished games and even finished a few! One was a sort-of popular public domain missile command clone for the Mac that led to a job offer from Borland (they didn't know I was 16 at the time).

    In those days, most games were made alone or in very small teams, by folks who worked close to the metal and

  • Comment removed based on user account deletion
  • To be treated badly by companies, by accepting such treatment just to keep doing their "dream job".

    The whole game development industry seems fueled by the youthful energy of dreamers "just wanting to make games", and accepting crappy bosses, lower salaries, rushed schedules, unpaid overtime and other anomalies, that would drive people away in any other part of the software or media development industries.
    Yeah, there's not much one person can do. It's a market offer and demand situation. Lots of softwar
  • Comment removed based on user account deletion
  • As a game developer (Score:4, Interesting)

    by Dixie_Flatline ( 5077 ) <vincent@jan@goh.gmail@com> on Friday April 05, 2019 @01:04PM (#58390918) Homepage

    Okay, put aside things like EA Widows and excessive overtime and layoffs. Take those things off the table entirely and ask the question: is game development a dream job?

    Answer (unsurprisingly): no. It's a job. It's a job with slightly different parameters than normal programming, but I've been doing this for over 15 years, and I use the same tools most other programmers do (emacs, Visual Studio, a PC) and I work on teams with other programmers, I have to live with the decisions of managers that I disagree with, etc. Particularly as a developer of AAA games, it's not much different than when I worked at an oil company. A lot of the development is not very interesting. It's just code, man. Occasionally you get to scratch a creative itch, but most of the time it's just the same programming that you do anywhere else. (Except, usually, the pay is worse.)

    There are some things that are better about the games industry than other industries. You might actually have fans of your work, people will find out about a game you made and express some joy they had in playing it. People are always interested in your job, and you get to mingle with artists and animators and writers.

    But don't come to this industry expecting like it's not work just because the end product is entertainment. Think about what it really means to have a 'dream job'. You probably won't change the world here, or get rich, or become influential. If you're lucky, you'll work on a decent project with decent people, get paid passably well and make something that other people find entertaining or useful. Just like any other job.

  • Well sure. I mean, you have to make sure that executives are being appropriately compensated. Look how much someone like Patrick Soderlund gets:

    https://www.gamespot.com/articles/ea-gave-outgoing-exec-patrick-soderlund-a-20-milli/1100-6461170/

    Soderlund's employment agreement also netted him $46.2 million in stock-based awards for the fiscal year.

    I know not every company is EA, but Jesus. I felt he was pretty horrible for the company, so knowing he got this much...well, it's EA as usual.

  • The problem is, and every large game company exploits this, is the fact that people play video games. People like video games. And eventually, a good chunk of those players get the idea that they want to do the next step and make video games.

    The lucky ones stay independent - they get a book, do a few exercises, then realize they need a regular Day Job(tm) and do the games thing on the side.

    The unlucky ones start applying for "dream video game" jobs at the companies whose games they play. And those companies

  • Blizzard laid off mostly IT and reporting staff and other administrative staff and people supporting marketing and HR. No developers lost their job. https://www.tweaktown.com/news... [tweaktown.com]

As you will see, I told them, in no uncertain terms, to see Figure one. -- Dave "First Strike" Pare

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