I usually work on personal projects and experimental stuff when I get home - or prototype stuff that may be useful in work that hasn't been budgeted for. In total, I probably put in an extra 40 hours a week.
I never work at home, not even on personal stuff really. I find I need something else to balance my life, like going out, or DJ'ing and stuff like that. I find 7-8 hours a day is the most i can really take doing 3d before getting burned out.
Same, never worked from home. They dont want people taking files home anyway, they would rather you just stay late at work if there was ever a need.
I do know some senior texture artists could get away with working at home every once in a blue moon because they were just creating textures, but that is about it.
When I was working as an outsource manager, I did some work from home, but not creating assets. I'd do email-related work, and occasionally have a phone meeting with overseas outsource vendors and such. Various other folks at the lead level would do email-related stuff from home early and/or late.
It's rare that I've seen artists work on job-related assets from home, but not unheard of. There was one concept artist I worked with who did plenty of extra work at home, but he was an exception to the rule.
I actually have my home pc synced to the SVN at work and have worked from home on days where I was Ill or wanted to do a little extra work. I just work for a small mobile studio though.
I'm in the same boat as matthew, I work for a small mobile focused studio and end up having to do things from home once in a while, just the result of being understaffed I guess. It can wear really thin after a while and I don't think it's something I would willingly do all the time without building up a lot of resentment.
I've worked from home on one or two occasions and there were no problems with me taking files home, but I could see that being an issue on a high profile project or at a larger studio. I've never been forced to work from home, the times I've done it were because I really liked what I was working on and wanted to.
Normally if I work from home it is because I am sick but don't want to take PTO or lately I have been home here and their to help out my wife with the baby. Other than that I try not to take my work home with me.
I do however work on personal projects pretty often. We use VBS2 at work (ARMA tailored for simulations) and while I'm proud of the stuff I do for work, it often comes across as PS2 era graphics due to time constraints and engine limitations. In order to stay current I have to work on things at home because if my job ever falls through I risk being left behind by the industry.
I'd probably get beaten with an axe if I took work home. As Autocon - studio would much prefer you stay late rather than work at home (and are very accommodating with providing foods and reimbursement for travel expenses).
I know of one senior artist who has worked from home (using no inhouse tools/tech/shaders etc), and one senior TA who works from home occasionally/evenings (with inhouse/NDA'd stuff) but they're pretty much the only exceptions.
e/ that said, I think I was in the studio for like 14 hours today
Im surprised some of you don't take anything home ... depends of the studio you work at i guess.
Over the years, I've seen publishers and studios get more serious about NDAs (non-disclosure agreements). There have been a few studios in the industry that had WIP projects killed on the spot by the publisher after leaks about the project, and this can lead to closure of the studio. The trickle-down effect of this is studios making it very clear to employees that leaking info about the project, or even taking work home, can be cause for termination.
I find it a bit silly that the game industry takes it's projects so seriously, since we aren't, like, trying to fight and win actual wars, but increasingly it does take them super seriously.
I work from home, but it's out of necessity, the company I work for now is only tangentially related to the games industry, so I have to work from home if I want to get my skills up to the point where I can leave and work for a "real" gaming company.
I totally work from home now, as im not in the same city as the studio i'm at. I kind of like it, i'm actually wayy more productive, there are a lot less interruptions. Although i do feel like a bit of a hermit sometimes, id never get out if it wasn't for the dog. Lots of skype calls.
Have definitely *had* to work at home before - could have stayed at the office, but you know past 10:00pm etc id rather just go home and do stuff there. I definitely wouldn't say its a frequent thing, actually pretty rare tbh.
Never had to, but I often do it anyway. Whenever I leave the office and start walking home my brain starts suddenly churning away. Then at home I often sit and tinker around with problems I encountered during the day. Since it is unpaid I set my own pace and direction, and I only do this for stuff that really interests me (ok in some cases I also do it for stuff that has to be done). I'm a tech artist though, so tinkering with interesting problems beats doing Sudoku (or even playing some other puzzle games).
I never worked from home as in "remote working" though.
I cannot really take home actual project work, but I can do research and problem investigation. If there were no way to do that and if I had to stay in the office late then I wouldn't do all this for free. I have never encountered an office that was more comfortable than my home (or maybe I just have to rent shittier homes).
What Kwramm said nails it on the head for me as well. I'm not a tech artist by trade, but I am a lead/manager and when I get stressed or curious about problems and tech issues I will research the shit out of that in my spare time.
In addition as many of you know, I lead the Black Mesa mod. This has often been a huge amount of extra after-hours time, but I've always balanced that by working on stuff that is different from my day job (design/UI/rigging/animation/scripting/etc) - so it keeps things fresh and exciting and I'm always learning stuff.
I've worked on things from home, but never anything directly work related. Usually scripts and testing out technical aspects, I sometimes find it easier just to lock myself away and work on a problem away from the office.
Since it was of the clock and not official, I can code at my own pace. Which is great when your picking up a new language and trying to write an art tool at the same time.
Over the years, I've seen publishers and studios get more serious about NDAs (non-disclosure agreements). There have been a few studios in the industry that had WIP projects killed on the spot by the publisher after leaks about the project, and this can lead to closure of the studio. The trickle-down effect of this is studios making it very clear to employees that leaking info about the project, or even taking work home, can be cause for termination.
That ridiculously insane, canning a project and firing an entire team, just because you accidentally posted an image of a soldier on your latest project is a totally new ballpark of crazy.
That energy could be better spent elsewhere, like flexible cheap hours, community feedback, or MAYBE, and this is crazy, actually stopping certain communities from taking the actual digital assets and code your peeps worked on, form your software/game and using it for porn.
I've never done work for the studio at home. I know here at Turbine people do work from home often though-they have VPN credentials and such so they can log in. When they do, it's usually only for the 40 hour work day though I know some of the artists will work a little over the weekend.
However, i do occationally create something at home on a weekend and bring it in. But thats about the extent of it. it never works the other way around.
It depends on the studio though. For example, Pandemic was much more relaxed about it. I saw people with portable HHD behind their monitors at time.
Replies
same here
i would get in huge trouble if i would take anything home
I do know some senior texture artists could get away with working at home every once in a blue moon because they were just creating textures, but that is about it.
It's rare that I've seen artists work on job-related assets from home, but not unheard of. There was one concept artist I worked with who did plenty of extra work at home, but he was an exception to the rule.
I do however work on personal projects pretty often. We use VBS2 at work (ARMA tailored for simulations) and while I'm proud of the stuff I do for work, it often comes across as PS2 era graphics due to time constraints and engine limitations. In order to stay current I have to work on things at home because if my job ever falls through I risk being left behind by the industry.
I know of one senior artist who has worked from home (using no inhouse tools/tech/shaders etc), and one senior TA who works from home occasionally/evenings (with inhouse/NDA'd stuff) but they're pretty much the only exceptions.
e/ that said, I think I was in the studio for like 14 hours today
Over the years, I've seen publishers and studios get more serious about NDAs (non-disclosure agreements). There have been a few studios in the industry that had WIP projects killed on the spot by the publisher after leaks about the project, and this can lead to closure of the studio. The trickle-down effect of this is studios making it very clear to employees that leaking info about the project, or even taking work home, can be cause for termination.
I find it a bit silly that the game industry takes it's projects so seriously, since we aren't, like, trying to fight and win actual wars, but increasingly it does take them super seriously.
I never worked from home as in "remote working" though.
I cannot really take home actual project work, but I can do research and problem investigation. If there were no way to do that and if I had to stay in the office late then I wouldn't do all this for free. I have never encountered an office that was more comfortable than my home (or maybe I just have to rent shittier homes).
I have a hard time letting go of texturing.
In addition as many of you know, I lead the Black Mesa mod. This has often been a huge amount of extra after-hours time, but I've always balanced that by working on stuff that is different from my day job (design/UI/rigging/animation/scripting/etc) - so it keeps things fresh and exciting and I'm always learning stuff.
Since it was of the clock and not official, I can code at my own pace. Which is great when your picking up a new language and trying to write an art tool at the same time.
That ridiculously insane, canning a project and firing an entire team, just because you accidentally posted an image of a soldier on your latest project is a totally new ballpark of crazy.
That energy could be better spent elsewhere, like flexible cheap hours, community feedback, or MAYBE, and this is crazy, actually stopping certain communities from taking the actual digital assets and code your peeps worked on, form your software/game and using it for porn.
Crazy honestly.
However, i do occationally create something at home on a weekend and bring it in. But thats about the extent of it. it never works the other way around.
It depends on the studio though. For example, Pandemic was much more relaxed about it. I saw people with portable HHD behind their monitors at time.
I usually don't mind, it's usually technical stuff that interests me anyway.
Most of the time I've been asked to come in on off days or weekends, but those are very rare occurences.