My experience with the company has been fairly rough. Not to the same extent as the claimed 82 - 84 hour work weaks... but still quite bad. When I started off on my first project things were fine. Normal 10 - 6 hours were good for me. About 2 months into that I saw myself slipping more and more into the late hours.…
This is copied from my post on CGTalk on this same topic. Thought I would share it with you guys here. Here's another great example of what is wrong with the game industry. From the most recent Game Informer cover story, the opening paragraphs of the Mortal Kombat: Shaolin Monks feature: "For three consecutive days, Ed…
It's up to you If you want to get all depressed by that quote Josh. However, well written and thought provoking though it is, remember: it's also looking at 'working in the bizz' from a very particular ( and pessimistic ) perspective. Sure, the way it's described in that paragraph is one way to look at it. But its the…
Sett we never got overtime. It was a start up studio so things were tight enough. As I said we crunched for a year straight and pulled 7 days/week for the most part of that with a few weeks of 6 days/week peppered in there. We had about a 90% staff reduction from layoffs after launch. As for suing I heard some people were…
A great read. "It is sadly ironic that those who strive for success at any cost don't realize that mature and responsible human resource and production practices will more readily bring them what they so desperately seek" is a particularly satisfying sentence, but Im also glad that the article includes the fact that as…
Frank - the "skilled" and "creative" bit is in there because that's how federal (and I would imagine CA State) labor laws are written. You can make pretty crappy wages but be an exempt employee if you are either considered "creative" or "highly skilled". Pretty funny how he left the quotes in there though... the whole tone…
I think I would be willing to do those long crunch modes if I was going to work on a really Huge ambitious game that had a limited budget , but the manager was really cool and the people I worked with were cool and super talented and I knew the Game was going to be huge if we could get in all the assests and features. Then…
"EA's bright and shiny new corporate trademark is "Challenge Everything." Where this applies is not exactly clear. Churning out one licensed football game after another doesn't sound like challenging much of anything to me; it sounds like a money farm." That has to be the most truthfull statement about EA I've ever heard.…
Whats problematic to me about the "creative" label, is that it suggests that artists are these sort of free spirits that have control over their own workload, approval and finalling process and ultimately hours. The reality however, is that they make what they're told to and when. And its finished when someone else says…