Game developers often work extended periods of time in order to get a game coded in time for release.
The games industry is a weird area to be involved in no matter what job you perform. You might be a developer working incredibly long hours during 'crunch-time' or you might just be a very lucky games journalist who continually marvels at how great it is to play games for a living. Either way, the games industry is a funny old place and weirdest of all is the way that exists both on the cutting edge and in 'the olden-days'.
Free Radical Design, developers of
TimeSplitters and
Haze, are keen to change that though and have announced that they will now start paying their developers overtime in order to create a more fair working environment.
Many game developers work incredibly long hours and in unusual conditions which have somehow become accepted as the norm for the profession but would still be recognised as inappropriate in other lines of work. Not many people know that the Test Chamber Sequence from the original
Half-Life, for example, was designed in a solid 48-hour stretch in which one of the developers had only a wooden sawhorse to sit on which was affectionately dubbed
'The Throne of Woe'.
Free Radical Design has long been pushing for a re-imagining of how game developers in the UK work and David Doak of Free Radical has
repeatedly called for the assistance of the government.
Steve Ellis of Free Radical Design has said that the idea to start paying people overtime is just an attempt to "
start paying people for the work that they do -- even when that work is outside their normal hours...the days of bonuses that pay off your mortgage are long gone"
We know a fair few of our regular readers work as website designers or developers of one sort or another, so why not drop by
the forums and let us know exactly what you do for a living and how your company treats you. Before you do that though, why doesn't somebody go poke Tim and make sure he reads this article too?
But yes, overtime would be nice!
edit: original link - good read if you want to work in the games industry
EA games got hit with a class action suit from their designers/programmers for unpaid overtime and now everyone's on an hourly rate.
Its not just designers, a relative of mine worked in the UK GAME store & found the pay crap, hours long and demands high, even for a retail job. Staff turnover was really high, but people think its a cool job, so the company had no problem recruiting.
The first place didn't pay too good (£17,500/year base), but did pay overtime, didn't have big deadlines (The whole team would get together to break down a problem and each person took a part. Sure, you were asked how long you expected it to take, and there were "soft" deadlines, but the office atmosphere was always "We'll release it when it's done, and not before"), and had an amazing work atmosphere.
The second place was a lot worse, pay-wise (£1,000/month + profit-sharing (Which ended up being £0)), had amazingly bad working conditions (Staff turnover was 3 full teams of staff in 10 months, and I was "locked in" the office (As the only employee at the time) with the boss for 36 hours for a rush-job to finish a product (After which I was expected to head out to the client site to install the thing during office hours). Also, as the owner couldn't manage his way out of a paper bag, that company (Which, unsurprisingly, went bust) STILL owes me £10,000 in wages, + 3 years interest.
The third place I was contracting for. Pay was very nice indeed (£80,000/year), but deadlines were harsh, and the task was virtually impossible to do. "Create a CMS that works entirely client-side with local files, XML storage and AJAX, for deployment to remote sites over modem for offline use, with multiple levels of security and managability, full logging and accountability, with the capability for any piece of information to be edited by any skill-level of user in-browser, and written with Notepad. Your only other team member is a former COBOL developer who hasn't touched a PC in 5 years. You have 3 months, we will expect written progress reports hourly, as well as full management oversight on every level. Oh yes, and you can't install anything to any machine, don't have any network rights, and we want a demo in a week". We actually got the thing working (Believe it or not) on the local network machines, and worked with a base spec of IE5.5. It's only when we got one of the "Remote" machines to test the deployment scenario that we discovered all the remote machines were running Win 95 with IE4. Which killed the whole project dead. I took the money and ran, hard.
That's been my experience(s), anyways.
It was usually a flexitime system where, as long as you did the work then it didn't matter what time you came in and what time you left, but the guideline was generally 35-40 hours a week. Unless you were slacking during normal work hours there was rarely any pressure to do unpaid overtime and it was not expected of you. I however enjoyed my job and like putting a lot into it, so I often working a little extra (30-60mins) a day if I felt I would get a good enough output of it.
I think in some way, this showed I was willing to do overtime, just not regularly and it resulted in me getting some side projects to do as overtime which I got paid very well for.
Although game development has always been an interest of mine, I think I made a good choice with sticking to the business side of software development. The job offers I had from games companies were for significantly less money and benefits and though they tried to gloss over it in presentations and interviews they never denied their stance on crunch time and unpaid overtime. It really is an issue that needs to be addressed since, having suffered it befor, burnout can really destroy you and your motivation.