5 ms·
Working under a studio published by EA was very much the opposite experience. It was crunch till you drop, don't dare put the studio logo in the game or you'll
by vvanders 8y ago
Working under a studio published by EA was very much the opposite experience. It was crunch till you drop, don't dare put the studio logo in the game or you'll be fired, shit-show rodeo from beginning to end.
Coworkers I had from other parts(Nascar, NFS/EA Seattle, etc) all had similar stories and of course there's the infamous easpouse.
- thirdsun 8y agoIn case anyone else needs to lookup the term easpouse, I assume it relates to this post: https://ea-spouse.livejournal.com/274.html https://ea-spouse.livejournal.com/274.html
- jungler 8y agoMy direct experience is that the third parties doing work-for-hire gigs tend to get the worst of it, because they're disposable. When the publisher owns the studio there's some fiefdom management that takes place that allows the bosses to protect their employees in a sort of empire-building strategy. When it's a contract, oftentimes the studio management is suckered into taking a deal they can't deliver on. The publisher subsequently squeezes them dry, then buys up the remains of the dead husk to ship something for cheap and perhaps scoop up the best employees. A successful third-party more or less has to play hardball from the get-go and find a way to block this strategy. The publishers have a weaker hand to play today, since it's easy to go to market with minimal marketing and distribution spend, but that has the side effect of making it more common to see tiny studios that run a sweatshop churning out bad products.