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Unlivable Wages in Expensive Cities Are Plaguing the Video Game Industry (digitaltrends.com) 495

An anonymous reader shares a report: Crunch has been one of the biggest topics in video game industry news over the last year with reports of massive studio layoffs at established studios following closely behind. Another topic relating to these issues that hasn't received as much attention, however, are the low and unfair wages developers are being paid in exchange for their increasingly demanding work. Just like issues with crunch and layoffs, it's a problem developers are afraid to speak openly about because of the fear of retaliation from current and future job opportunities. In light of all the news surrounding crunch and layoffs at studios, Beck Hallstedt sparked the conversation about developers being paid unlivable wages on Twitter, using the Quality Assurance (QA) jobs at Gearbox Software as a prime example.

They go on to say, "I know crunch is the big thing to criticize in games but please, please, please talk about how bad wages are too. People are living in their cars and pulling out loans to pay rent because of this stuff." They point out information from PayScale, which shows the average Gearbox Software salary at $54,000, but that number isn't the full picture. That average is taken from a small group of people -- in Gearbox Software's case, 10 -- who reported their earnings. Some of these individuals are senior level designers that are making as much as 105k, bumping up the average salary higher than it is. [...] Many game studios are located in major cities like San Francisco, Los Angeles, Seattle, and New York. This makes the cost of living far higher than it is in other places in the country. Since many studios do not allow their staff to work remotely, developers have to live in the city or relocate to find consistent work. Rent, food, transportation, and sometimes even student loans and medical care can factor into the cost of living.

Hallstedt has been working as a freelance concept artist for over three years, with their first in-house job being a 2D Art internship at High Voltage Software in Chicago. "I was hired at $12 an hour, which I'm honestly happy with for an intern position in the Midwest. I was learning as much as I was contributing, and the artists there spent time guiding me through adapting to a studio pipeline," they said. "It was great, and the generosity of those artists has guided my entire career." A few weeks after the internship ended, Netherrealm Studios reached out and asked Hallstedt to submit their resume as an associate concept artist. During the interview, they were offered to work on Injustice 2 for their standard 9-month temporary contract. The offer they received wasn't anywhere near what they imagined it would be. The salary was $11 an hour, which was $1 less than their prior internship had offered, except that this would a full-time commitment.

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Unlivable Wages in Expensive Cities Are Plaguing the Video Game Industry

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  • $11 per hour? (Score:5, Informative)

    by b0s0z0ku ( 752509 ) on Monday July 08, 2019 @09:51AM (#58890104)
    $11 per hour? They could literally make more working at Target -- starting wage is $13/hr.
    • cook county minimum wage!

    • Re:$11 per hour? (Score:4, Insightful)

      by cayenne8 ( 626475 ) on Monday July 08, 2019 @10:12AM (#58890278) Homepage Journal

      $11 per hour? They could literally make more working at Target -- starting wage is $13/hr.

      You know?

      That's the nice thing about living in this country and in particular contracting.

      If the bill rate doesn't suit your needs, you are entirely free to try to negotiate a more reasonable bill rate, or, failing that, look for work that pays a bill rate closer to your personal needs and desires.

      At some point, the company in question will find no one wants to work for them at their low wages and have to raise wages to attract and keep talent, or they have no one to work for them.

      • Re: $11 per hour? (Score:5, Insightful)

        by Anonymous Coward on Monday July 08, 2019 @10:14AM (#58890294)

        You mean they will hire H1Bs or relocate to India, right ?

        • Re: $11 per hour? (Score:5, Interesting)

          by Areyoukiddingme ( 1289470 ) on Monday July 08, 2019 @12:20PM (#58891284)

          You mean they will hire H1Bs or relocate to India, right ?

          No. They will relocate to Poland [gameinformer.com] and Ukraine. There's now ~300 game studios in Poland, 22 of which have English Wikipedia pages. One of those studios produces the Witcher series, which has been voted the best game of all time. Eastern Europe has the math education to produce very clever programmers indeed.

          When the going gets tough, the tough export to countries with absurdly cheap cost of living. Eastern Europe is the new hotness.

          • Re: $11 per hour? (Score:5, Insightful)

            by swillden ( 191260 ) <shawn-ds@willden.org> on Monday July 08, 2019 @02:01PM (#58892078) Journal

            Yeah, India got too expensive at least a decade ago. Romania was a much better alternative for a few years, not least because, like India, lots of Romanians speak quite a bit of English. As a result, Romanian wages have risen and now other eastern European countries are more attractive.

            However, it's always temporary. Their wages will rise, too. Then it will be on to the next, to lift their wages. This is how globalization works to gradually erode global inequality.

          • Re: $11 per hour? (Score:4, Informative)

            by Murrdox ( 601048 ) on Monday July 08, 2019 @04:02PM (#58892796)
            Your example of CD Projekt isn't a good one. That company didn't move to Poland. They were founded in Poland. The Witcher is a game series based off of Polish fantasy novels. They are as Polish as you can possibly get. They didn't move there because it was more economical.
      • Re:$11 per hour? (Score:5, Insightful)

        by jellomizer ( 103300 ) on Monday July 08, 2019 @11:56AM (#58891144)

        Economics 101 - Supply and Demand.

        You can try to negotiate a higher wage, but if you are in an area, where it is easy to find people with your skill-sets or companies just don't want your skill sets. They will be entirely free to reject that wage, and pay you the value that is inline with rest of the people with the skills sets they want.

        Nearly Every Kid dreamed to be a Video Game Developer. So the industry has a rush of people trying to get in. So wages will be low, because the Supply of people wanting to be a Video Game Developer is really high.

        Now a COBOL programmers gets paid a lot of money, even if they are not that skilled at the job. Because they are harder to find, and the systems that are made in COBOL still need to operate. So companies are willing to pay a lot more for these people, to make sure people with those skills apply at the place, and stay there.

    • Re: (Score:2, Interesting)

      by Anonymous Coward

      I worked for Ubisoft about a decade ago and was paid so little that I pointed out to them that if I actually worked the overtime they 'expected' from me, they'd actually be breaking the law as they'd effectively be paying me less than the minimum wage.

      Needless to say my next appraisal wasn't great - pointing out uncomfortable facts like that brands you a pariah regardless of how skilled you are or how much you've contributed.

      I resigned shortly after, unfortunately subject to a 3 month notice period. Such a

      • Fortunately I was able to break into web development, a profession only marginally less respectable than a burger flipper. :)

        The thing people overlook about being a burger flipper is that at least you have the option of easily stealing food to live on, a dramatic boost to your earnings..

      • Re: $11 per hour? (Score:5, Informative)

        by reanjr ( 588767 ) on Monday July 08, 2019 @10:31AM (#58890466) Homepage

        You went about that all wrong. The right way is to document all of your hours. Then when you are ready to quit, file a complaint with the labor department.

        Show documentation, and the company will be on the hook for all that back overtime, plus a penalty which you will be paid. They can fight it, but they won't because they know that will open up an investigation into their practices.

        Rinse, repeat.

        • ^^^^^THIS

          Yes, document what they're doing, then contact an employment attorney to get it on the record.

          At that point you have two options:

          1) Go to the company and bargain with them. Let you know that you've contacted an employment attorney. Ask for a serious boost in pay. If you don't reach an agreement, then you can go to option 2.

          2) Let the employment attorney do his thing. You may very well end up with a very tasty settlement.

      • I hope you documented everything and dimed them out to the labor department after you left.
    • Re:$11 per hour? (Score:5, Insightful)

      by ShanghaiBill ( 739463 ) on Monday July 08, 2019 @10:25AM (#58890410)

      $11 per hour? They could literally make more working at Target -- starting wage is $13/hr.

      Then go work at Target.

      It is silly to willingly accept a job, and then complain that it is "unfair".

      Unemployment is at record lows, so there are plenty of other jobs available.

      • Does Target provide plenty of full-time positions? It is not uncommon for jobs like that to be staffed by lots of part-time, denying the employee the right to additional benefits, and limiting their earning potential.
  • by SuperKendall ( 25149 ) on Monday July 08, 2019 @09:52AM (#58890110)

    Given how much time game developers spend working, why even have the studio and all these people living in expensive areas they will not be seeing?

    To me it would make a lot more sense to have a game studio somewhere cheap, then have everyone take substantial time off after a big release (like a few months) to live somewhere really nice.

    • Most of the jobs could be done remotely anyway.

      • Development of video games for Windows, macOS, X11/Linux, Android, and iOS can be done remotely provided that the employer pays enough to cover the required hardware. But I doubt it's quite as easy to remote into a console devkit.

        • by Shaitan ( 22585 )

          That devkit would be part of the required hardware the employer would need to provide. They don't need to provide enough to cover the required hardware, they need to provide it just like everyone else does. They have to buy it anyway whether you are using it at their office or your own.

          • by tepples ( 727027 )

            If you work at an office, you can share the devkit with others who work at the same office. So it's a matter of providing one devkit for office use vs. several for home use. Not only is the latter more expensive for a studio, but console makers have been more hesitant to allow the latter in order to preserve platform security.

        • Most people working on a game aren't working with the dev kit. They're working on assets. So that's a dumb argument even for a console game.

          • If they're working on 3d assets then the employee probably needs access to a rendering farm, which is not a trivial thing to provide to an employee remotely.
            • If they're working on 3d assets then the employee probably needs access to a rendering farm, which is not a trivial thing to provide to an employee remotely.

              Only (Literally only) if they are working on prerendered cutscenes, which is a tiny minority of all game development activity.

      • I wasn't sure how viable it would truly be to have much of the game devs remote (not just for the dev kit reasons mentioned, but also it seemed like there would be a lot more group meetings and discussions on things).

        It does seem alike a large part of the core team could be elsewhere in one office though, with cheap housing nearby. With office space cost reduced then maybe you could also pay the workers more (though I know it doesn't often work like that). Even just the cheaper food in smaller cities woul

    • I could be wrong, but downloading an 80GiB game build to India for every bug fix may be prohibitively expensive during crunch time.

    • by EvilSS ( 557649 )
      Got to put the companies where the talent is. Why's all the talent there? Because that's where the companies are!
  • My advice.... (Score:5, Informative)

    by Shotgun ( 30919 ) on Monday July 08, 2019 @09:54AM (#58890126)

    Some one should tell them to "learn to code".

    Wait? Err....umm. Nevermind.

    Seriously, if you're in this position, LEAVE. Get a job with a real software company. You don't "have" to do a damn thing. You "WANT" to be a game designer. There are jobs all around you that use the same skill set, but pay much more.

       

    • There are contractors that produce training sims for the military. Same skillset. I interviewed for one a while back and $50k - $70 was the typical wage. Not super impressive, but the city was affordable too. A former game artist told me about it. He wasn't the only one there either.
  • by null etc. ( 524767 ) on Monday July 08, 2019 @09:55AM (#58890144)

    Some of these individuals are senior level designers that are making as much as 105k, bumping up the average salary higher than it is.

    How can an average be higher than it is?

    • That sentence is unclear in isolation, but in context, it implies two things to me. One is that an unrepresentative sample makes the sample average higher than the population average. Another is that a few employees earning far more than average skew the distribution enough that the mean income significantly exceeds the median income.

    • Some of these individuals are senior level designers that are making as much as 105k, bumping up the average salary higher than it is.

      How can an average be higher than it is?

      Yeah, I thought the same. Obviously what they meant to say was "inflating the average salary". Even better would be to avoid the problems inherent in averaging non-normal distributions and just provide the median, which is less sensitive to outliers.

  • by Berkyjay ( 1225604 ) on Monday July 08, 2019 @09:59AM (#58890180)

    Fixed

  • by account_deleted ( 4530225 ) on Monday July 08, 2019 @10:05AM (#58890216)
    Comment removed based on user account deletion
  • by argStyopa ( 232550 ) on Monday July 08, 2019 @10:07AM (#58890242) Journal

    If a business can offer sub-livable wages in a crazy-expensive place and keep getting decent employees, why should they stop?

    I know people who are working 3 jobs just so they can afford a meager life in the SFO Bay Area.

    It's a nice place, but it isn't that nice.

    I genuinely do not understand people willing to take what are (in that cost of living) nearly slave wages just for a zip code? $1500/mo to live in a frikkin' BUNK BED with a half-dozen other people in the same quarters? Um, no.

    If you think "San Francisco is the only place I can have X!" I would almost guarantee you haven't traveled around the US at all.*

    *unless X = overwhelming amounts of human feces that require a dedicated team of city workers full time to address it. Then yeah, maybe SFO is "special" in that case, but from what I hear Los Angeles city hall is pretty close.

    • When you are frugal, living in an expensive place usually works out better for you because the amount leftover after expenses is usually larger in absolute dollars. Not to mention you are shoveling more money into social security every paycheck.

    • “Basically, the game industry kept quoting me untenable wages and generally made me broke, barely afloat. "

      No, Virginia, you did that to yourself. As noted above, as long as there is a strong supply of folks willing to accept crappy wages and the attendant crappy living conditions, there is zero motivation for employers to change their behavior.

      Mr. Hallstedt needs to find another job, or stay with his current one and make it work ... but he needs to stop being a whiny princess about how he's wor

  • You play video games all day. That's your reward. If you want to earn money you need to find a real job that people wouldn't do for free.

    Not to mention, you have chosen a "job" where your first world education, great English skills, and creative thinking have no value to your employer, and so your labor pool competition mostly works in the third world.

    You're lucky you can find more than minimum wage.

  • If you can't find a job that pays you what you need to live, find a different career, find a different location, or reduce your cost of living. I'm not suggesting it is easy. I'm sure if it was easy we wouldn't be reading this story. But that doesn't mean you shouldn't do it anyway. People who keep taking these jobs for low wages are the ones perpetuating this situation. Get out of game development. If you are a decent software developer you can find a better situation than described here, but you might hav
  • by fluffernutter ( 1411889 ) on Monday July 08, 2019 @10:14AM (#58890290)
    Companies wouldn't operate this way if people didn't flock to them to get these jobs. The only thing preventing them from hiring remotely is managers/leads that are strong enough to hold it all together. If you are looking for one, I will be very reasonable with my rates.
  • Danger of Sexy Jobs (Score:5, Interesting)

    by nealric ( 3647765 ) on Monday July 08, 2019 @10:16AM (#58890310)

    The video game industry is a prime example of why many "sexy" jobs- the type 10 year old kids talk about wanting to do when the grow up- can be a terrible choice. Similar issues are present throughout the entertainment industry. Because the jobs are sexy, they can expect to pay people in "cool points." People will sign up for abuse from a video game or movie studio despite poor pay and working conditions just so they can live out their dream of developing video games for a living. Even if you become disillusioned fairly quickly, it can be hard to escape once your skill set becomes tailored to the industry.

    At the end of the day, a job is a job. Being a spreadsheet monkey for a film studio isn't really any more fun than doing the same thing for a bank, an oil company, or a software company specializing in corporate databases. Only a select lucky few will get paid big bucks to make creative decisions. Everyone else would be far better off doing something more conventional and more boring.

  • I hate it when some pseudo-literate text monkey uses “they” and “their” while referring to one individual.

    • In this day of political correct verbiage, one is not allowed to use gender specific terms such as he, him, her and she. The English language currently has no other alternatives for singular references other than "it", so they and their has come in to use. I myself cringe when I see it used and hate that I am forced to employ that usage, but there are no real alternatives unless one was to get overly wordy in describing an individual.
    • by Cederic ( 9623 )

      It's because the person being quoted has stated their pronouns in their Twitter bio. Which kind of makes me amazed they were offered a job in the first place.

      • Well then, if we’re allowed to define them ourselves - my pronouns are “POTUS” and “Grand Master of the Pan Flute”.

  • "Hallstedt has been working as a freelance concept artist for over three years, with their first in-house job being a 2D Art internship at High Voltage Software in Chicago. "I was hired at $12 an hour, which I'm honestly happy with for an intern position in the Midwest. I was learning as much as I was contributing, and the artists there spent time guiding me through adapting to a studio pipeline," they said. "It was great, and the generosity of those artists has guided my entire career."

    Can someone enlighten me regarding the "their" and "they" used in the summary; isn't Hallstedt a single person?

    • Hallstedt is indeed a singular reference, but as I discussed elsewhere, gender specific pronouns are no longer politically correct, and since the language has no gender neutral singular alternatives other than the word "it", the words "they" and "their" are being used.
    • by tepples ( 727027 )

      Can someone enlighten me regarding the "their" and "they" used in the summary; isn't Hallstedt a single person?

      Apart from marital status (single vs. married) being irrelevant, the "they" pronouns in English have two uses. One is for multiple people; the other is for people who are nonbinary [wikipedia.org].

    • Woke, bro...
  • You might be able to live in North Dakota or Mississippi on $54K a year, but not Seattle or San Francisco, no way. In San Francisco it would cost you more than that to live in a van down by the river.

    Holy crap, I'm in Seattle and I thought my current wage was a little low. Apparently I'm rakin' it in compared to these guys.

  • by Fringe ( 6096 ) on Monday July 08, 2019 @10:49AM (#58890658)
    Oh, such clickbait.
    "Beck" (the "they") has a bunch of strikes against s/h/it. For example:
    • " freelance concept artist " - umm, not an engineer. Low demand. "Concept" artist != graphics designer.
    • Not yet even graduated college for one of those positions... "Hallstedt was there between their final years of college for about 5 months."
    • Which tells us Beck is very young or at least new to the industry. Yes, entry level pays less.
    • Non-conformity costs. If you can't even commit to a pronoun, acceptance will be lower. As well as if you don't shower, speak offensively, etc. You may not consider it fair, but you may find that not flaunting your identity differences make it, well, easier for others to identify with you. Which improves communication (fewer concerns of offending) and teamwork.
    • Moved back "to the midwest" after 10-11 months due to "mental health" getting "too dark"... okay, let's talk about that...
      • Do you think perhaps a dark mental health might have impeded your performance, promotions, apparent ability to take on more? BTW and FWIW, when you hear the term "snowflake", getting depressed that you aren't V.P. after six months is a standard stereotype.
      • So you left quickly. Probably didn't result in good references from there. Won't look that great on the resume. Create and then burn those contacts and bridges, huh?

    Yeah, it finishes with a producer anecodte, but the click-bait is "developers." That's not what the focus of the story is.

    • by tomhath ( 637240 )
      Also consider the editor - msmash posts a game developer article about once a week hoping to stir up support for unions.
  • by mr.dreadful ( 758768 ) on Monday July 08, 2019 @11:50AM (#58891104)
    Nothing is going to change for developers until they demand it. EA (for example) has nothing to lose and everything to gain by dragging its feet and not paying developers more.
  • by PmanAce ( 1679902 ) on Monday July 08, 2019 @12:22PM (#58891306) Homepage
    Why are they comparing a Quality Assurance position with a developer position? QA folks aren't devs (sorry if I offend anyone).
  • by LynnwoodRooster ( 966895 ) on Monday July 08, 2019 @01:41PM (#58891898) Journal
    There is a massive call and demands for a Federal minimum wage at a "livable" rate. Yet, here we have a story showing that there is a massive disparity of what a living wage would be in many different cities. The cost of living in Manhattan, NY is about 1.5 times the national average. The cost of living in Harlingen, TX is about 75% of the national average. That's a factor of 2. Should we set the Federal minimum wage at NY rates? Harlingen rates? What is "livable"? It's insanity, it belongs at a local level (as the cost between San Francisco and Fresno is also quite different, and that's the same State). Calls for a setting at the Federal level is simply the ultimate manifestation of greed and envy, demanding to take from others to line one's own pockets.

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