2 ms·
> A very real aspect is credits. If you're developing some SaaS product or whatever, you stay a nameless cog in the wheel, and in the worst case your entire wor
by vvanders 3y ago
> A very real aspect is credits. If you're developing some SaaS product or whatever, you stay a nameless cog in the wheel, and in the worst case your entire work was for nothing because the company goes down in flames anyway.
That really depends on the studio and publisher. I saw all sorts of credit shenanigans in my time in industry, hell I spent ~3 years on a title and because I left before ship due to insane crunch all I got was "Special Thanks". I saw people from the publisher that did almost nothing get top billing while art/dev get near the bottom. I won't even get into "developer interviews" where a large majority were from the publisher who weren't working directly on the title.
IMO if you like the space do it as a side project or gamejam/indy angle, I know of very few places from my time in the industry that were "sane".