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Why your games are made by childless, 31 year old white men
- Sumaso 13y agoI don't see the gaming industry changing anytime soon. Just like actors and actresses go to Hollywood to be in show business. Many programmers enter the gaming industry so they can work on games. While I love video games, I can't see myself in the gaming industry.
- cobrausn 13y agoAs a 30-year old childless white man who left the games industry after a short 8 months in order to get married and spend time with my spouse, I can tell you that the assessment is fairly spot on. If you weren't putting in 12 hours daily, something was wrong with you and it was 'bad for team morale'. I was also pretty horribly underpaid, as evidenced by raising my salary over 200% by leaving. Seems to me the 'white' part is being called out unfairly considering the rest of tech isn't a whole lot different, demographically speaking.
- saraid216 13y agoNot really. That kind of environment leads to a lot of prejudiced thinking. You see it happen in the rest of tech, too: people who have the screws twisted on them, willingly or not, cope one way or another... and most people cope by reinforcing their self-esteem with delusions of superiority. That's one reason why we have religious wars over operating systems and programming languages and tool sets that you don't see in other engineering cultures. (And also why more relaxed companies focus more on the mantra of "right tool for the job".) Since I don't touch gamedev with an eleven-foot-pole, it's not clear to me how much of a cost has been incurred by this. And it's this exact kind of thing which lets unexamined biases manifest in the hiring process, leading to an overpopulation of white males.
- cobrausn 13y agoEr, not saying there isn't a cost incurred (or, rather, a potential gain ignored) by having a homogenous environment, but... and most people cope by reinforcing their self-esteem with delusions of superiority That I would like to see a source on. EDIT: I will go ahead and say that the article makes the point that such labor has a 'dehumanizing' effect... and in such condition, bonds between people in the same situation who aren't part of the cause are usually strengthened, in my experience.
- enraged_camel 13y agoThe reason other engineering cultures don't have religious wars is because they have been around for longer than computer and software engineering have. As a result, they are dominated by old, experienced industry veterans who have learned long ago the value of using the right tool for the job. In contrast, software especially has a lot of new, young blood (average age in software is significantly lower), and one thing young people love doing is claiming superiority over each other. And the best way of doing this is via religious wars about operating systems, programming languages, etc. Whenever I hear someone claim "such and such programming language is the best!!!" they are either 25, or they are older but they hang out with 25 year olds and their maturity has regressed to that level.
- InclinedPlane 13y agoTwo tangential points I want to hit quickly. First, most software developers are taught "computer science" (or an imitation of it) in their formal education, not engineering. Second, software is mostly not engineering. Engineering is very measurable. But software includes a lot of design and craftsmanship. If software dev. were restricted only to the portion that could reasonably be called pure engineering it would be a very, very small subset of mostly systems code. Indeed, a good hunk of software dev. could properly be called merely arts and crafts, under such a strict interpretation. I think this explains some of the religious wars, because the debates are more aesthetic such as "do you prefer charcoal or pencil" than engineering "which is better steel or aluminum", because purely engineering questions tend to have very much more straightforward answers.
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- Camillo 13y agoThe factors explained in the article definitely have to do with most game developers being childless, male 30 year olds. They have nothing to do with race: I see no reason why a black or asian 30 year old childless man with a passion for games should be less likely to put in those insane hours than if he were white. Why call out "white men" in the headline, then? This is actually a story about the importance of letting employees work reasonable hours and have a balanced life; the problem is that nobody cares about that - or at least, the PA Report thought nobody would. So they chose a headline that makes it look like a far more marketable story about sexism, racism and the tech industry. It's cheap, but it probably ends up bringing more links and traffic.
- kqr2 13y agoThe title is based on a survey which was conducted: Your average industry professional is a 31 year old white man (86 percent of the respondents were male, 82 percent were white) http://gameqol.org/wp-content/uploads/2012/12/Quality%20of%20Life%20in%20the%20Videogame%20Industry%20-%202009%20IGDA%20Survey%20Analysis.pdf http://gameqol.org/wp-content/uploads/2012/12/Quality%20of%2...
- zdw 13y agoThis comes down to supply and demand - people want to work on games, and don't see a way to get a experience and/or a paycheck out of it outside the large companies. This isn't weird, because people aren't rational - I know plenty of people who took degrees in fields where the supply of labor outnumbers the jobs available, and thus work less than ideal hours, for less pay and more abuse than they should. I'd love for everyone to be able to do what they love, but frankly this is frequently the result. Also, there's an unfortunate truncation on that URL...
- ijk 13y agoI think that's changing a bit, though. There are a lot more independant developers and people who are skipping the mainstream publishing/dev-studio industry and finding better success. And if they're both irrational choices, why not? Some examples: the game that swept the GDC Choice awards was Journey, made by a small independent studio with an exclusivity deal rather than a more traditional publishing relationship. Minecraft is one of the best-selling games of all time: the XBox 360 version alone sold more than Gears of War 2, to give you a point of comparison. The average indie game won't see this level of success, of course, but neither will the average big-publishing mainstream game.
- NickPollard 13y agoAs someone with 5 years experience in the industry, this article is spot on the money for everything I experienced. It's a huge problem, both by discriminating against people unwilling or unable to put in ridiculous hours, and by driving away those talented women and men who are finally becoming experienced experts when they become so burned out they have to leave the industry. I worked in games for 5 years. I no longer do. I had a lot of good times but I'll never work for a mainstream games company again.
- gameIntern 13y agoI'm a software engineering student about to start an internship(Paid, 4 months) at a major game studio. I am considering applying for a job once I complete the internship if everything goes well. I would like to see if the studio where I will work has a decent workflow. If not I would be willing to tough it out as a generalist programmer while trying to apply to other jobs that interest me in another industry. The idea is to have decently impressive job on my resume and to have fun at work. Do you think this is a reasonable idea?
- glanch 13y agoIt seems pretty clear that you'll be working long hours for low pay. If the work is satisfying enough for you to accept those tradeoffs, go for it. But if you are a decent developer you should be able to find better pay and less hours at practically any other job.
- NickPollard 13y agoFor some perspective: I had a good 5 years, I had a lot of fun, and I don't regret it. Whilst I will complain strongly about a lot of the things wrong in the industry, the truth is that I made a good wage (compared to most of my non software-developer friends), got to do some cool stuff, and had a good time doing it. For the most part, the industry is getting better and it's not near the level it used to be. If you go into it with your eyes open and don't let yourself get pushed around, consciously or otherwise, you'll do Ok. Just get in the habit of working sensible hours and in sensible ways, and if you get taken to task for it, stand up for yourself and explain why it's important that everyone works in a sustainable manner. Good managers (and they do exist) will understand.
- dicroce 13y agoI really, truly, honestly believe that above 9 hours a day for an extended period of time actually ends up hurting your development efforts. You want developers who come into work and WORK. Not work a little, check a little HN, work a little, eat, check a little Reddit. Living at work forces coping mechanisms like this on you because you really only have a finite amount of creative attention.
- dicroce 13y agobtw, this is coming from someone who once lived in his car (in the parking lot) at work for 6 months, so I know what i'm talking about!
- cobrausn 13y agoAccording to a recent study, 4 hours a day of focused work was the best way to maintain long-term creativity and focus. http://www.newser.com/story/117942/why-successful-people-work-4-hours-a-day-not-8.html http://www.newser.com/story/117942/why-successful-people-wor...
- potatolicious 13y agoYou'll find no disagreement anywhere on that point. The nature of the games industry is not based on any rational basis - the overwork is cultural, deeply ingrained, and completely irrational. People who are overworked for extended periods have negative productivity - you can't throw a rock without hitting a dozen studies that have proven this decade after decade. This sort of management and process is pure cargo cult - this is the way blockbusters have been made since ages past, so this is the way blockbusters will continue to be made, even if it is woefully inefficient and costs more than a saner attitude about work. For a long time the regular non-game software industry was a lot like this also, except unlike the games industry there wasn't a long enough lineup of impressionable, desperate young graduates waiting to be drawn and quartered by the executioner inside. Nothing meaningful will change until the supply of people willing to take on this horrible system dries up.
- jiggy2011 13y agoDoesn't look like it'll happen any time soon. Many graduates seem to be doing degree courses focused around games rather than general CS. The number of games jobs as a % that I see advertised is pretty high as well.
- tomku 13y agoThis is a major reason why I gave up on my childhood dream of being a game developer. The industry is screwed, and it'll continue to be as long as it's profitable to create games like that. In fact, it's only going to get worse as people keep expecting more and more out of next-gen games. AAA game budgets can't keep skyrocketing like they did over the past decade, and that means squeezing the workforce to produce more with less.
- danielweber 13y agoWhat happens if the workforce walks away? If you have the idea of "I must work on games, no matter what," you will be rewarded commensurately. If you have the idea of "I want to work, and games would be cool, but not worth more than an extra 5 hours of work per week and losing $5,000 of salary per year," then the industry would have to pay the talent more.
- GuiA 13y agoIf you ever want to fulfill your childhood dream, you can always go indie. If you're a programmer, contracting out the art/music is very common, and the indie dev community is quite small and self-organizing for that kind of stuff.
- InclinedPlane 13y agoIt's all the things that are wrong with software development in silicon valley with the extra seasoning of a huge backlog of people who will do anything to break into the industry. There's no shortage of 20 somethings with coding chops willing to work 60, 80, or 100 hours a week at 2/3 or 1/2 the pay they'd make outside the game industry. And the same goes for artists too. So game companies hoover up that talent and crank out games, although it comes at a cost because it's not exactly the best model for quality or sustainability. Edit: And the major downside of working this way is that you don't have the slack needed to truly innovate (technically or artistically). Some companies do a better job (Valve comes to mind), and those companies tend to focus on quality and unique IP over schedule pressure. Also, indie game development is becoming a bigger part of the industry. The bad-old-ways are still hugely profitable for many game studios though so I imagine it will take a good long while for things to change. Edit2: Also, the working conditions part is just one way that game dev is maybe 20-ish years behind software dev (on average) in terms of best practices. You can see this in lots of other aspects as well such as development patterns, QA, tooling, release management, etc.
- kitsune_ 13y agoMost trendy, fashionable and 'glamorous' jobs are like this. A lot of suckers want to get into the field, and the employers know this. I know people who work in haute-couture shops. They typically clock in 14+ hours per day, and regularly work insane hours on the weekend. The weeks leading up to a fashion show / collection are brutal. These people have years of experience and managerial responsibilities, yet their salaries are absolutely laughable (I'd say a waiter often earns more than them).
- petercooper 13y agoSimilarly, a rather sad thing about the magazine publishing industry (especially fashion) still is that many workers are unpaid (except, perhaps, expenses) interns for years at a time fighting to get a tiny number of paid jobs. We even see the intern thing in our own tech industry: http://techcitynews.com/2013/04/08/were-hiring-join-our-team/ http://techcitynews.com/2013/04/08/were-hiring-join-our-team... I think this article goes a way to answer why young people dominate the games development industry, but not really why they tend to be white or male, if that's true.
- guard-of-terra 13y agoThe amusing thing here is bunch of unpaid interns living on ramen, renting a two bedroom flat for a collective of four, work 12 hours a day writing elaborate articles on luxury, fashion and festive lifestyle.
- mimiflynn 13y agoI've consulted in NYC design shops where most of the designs and documentation were being done by interns. They were available 24/7 and extremely bright; the business couldn't have gotten anything out without them. The full time people and owners were paid way more than necessary all while the interns were unpaid or lowpaid.
- guard-of-terra 13y ago
- justinhj 13y agoCounter example here. 42 and still happy and thriving in the games industry and married with children. I'm happy to say I have read my kids stories every night of their lives (out of town trips excluded), and make it home for a family meal 95% of the time. You can't do this at every game company, but there are enough out there that you can find them.
- jstelly 13y agoI'm in a very similar situation. Finding the right company (or starting your own) seems to be the key to happiness. Don't write off the entire industry because of bad companies.
- schoper 13y agoUsing "white" as a casual negative adjective is weak. I can respect non-whites using it as a term of anger or hatred. We're all big boys. But seeing it used as a term of self-hatred leaves me feeling more than a little disgusted.
- patrickaljord 13y ago> I can respect non-whites using it as a term of anger or hatred. Did you just say it's respectable to hate on white people?
- deleted 13y ago[deleted]
- schoper 13y agoTo clear up any misunderstanding: Is it ever acceptable to have feelings of anger and hatred? Yes, surely. There are situations in life that demand that response. Are whites the only acceptable target? Surely not.
- Karunamon 13y ago> Is it ever acceptable to have feelings of anger and hatred? Yes, surely. There are situations in life that demand that response. Are whites the only acceptable target? Surely not. Not to accuse you of any impropriety, but that was the most artful dodge I've ever seen outside of a presidential debate. Please answer the question as asked. As far as I'm concerned, anger and hatred on a racial basis is rarely, if ever justified.
- Crake 13y ago" As far as I'm concerned, anger and hatred on a racial basis is rarely, if ever justified." ^---this. If we say it's okay for a certain race, why not the others? It's logically unsound. Far better to not hate anyone on the basis of their skin color. Only way NOT to be a racist, too, for that matter.
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- BSousa 13y agoI as well quit the industry because of this. While I never had it that bad (I knew I couldn't be productive after 8-9 hours so I just left at the time) nor was I ever 'attacked' for it, I can imagine I may have been overlooked on raises/promotions for it. But there is one good thing I would say about the industry. You LEARN ALOT. C/C++/AI/Shaders/Animation and the intrinsics of low-level hardware, all in a days work. Compared to most folks I know that didn't spend time in the industry, their only experience with those topics was a semester in University. Just yesterday there was a topic here in HN about python/ruby being slow, and while going down to C was suggested, I find appalling that most of the replies to those were 'it is hard to find a decent C programmer' or 'most of the ruby/python devs don't know C'. I can honestly say I this isn't an issue for me and for most I know that I worked in the industry. Heck my previous job had me writing nginx C modules and C++ cross platform (iOS/Android/Mac/Windows/Linux) download/caching/audio code.
- endtime 13y ago"C/C++/AI/Shaders/Animation" is "a lot" to learn in a career?
- BSousa 13y agoNo, I mentioned in a day. Sometimes you mess with all that kind of code in a day (I mentioned C and C++ as base)
- mikevm 13y agoDo you need to have relevant background before you can touch that code? How does that work?
- BSousa 13y agoMy background has always been Game AI so that was the part I worked 90% of the time. The thing about games is usually, it is hard to just remain on the same general code. AI is related to movement, which is related to collision detection and animation, and sometimes you have to go through the rabbit hole deeper and deeper to either try and find a bug or why code doesn't work, or to make something work like you want. In smaller companies, most of the time, Gameplay programmer = Just do whatever it needs to be done, including shaders, AI, sound, etc.
- deleted 13y ago[deleted]
- heyitswin 13y agoMaking games is probably one of the most time intensive things in the world, and people only see the final product. Times have definitely changed, technology has advanced, but game making is still extremely labor intensive for humans.
- sageikosa 13y agoStatistically, the odds are that for any random thing being done in the US of A, the majority doing it will be white and male. Age and childlessness are probably relatively well co-related, so we only have to account for one of those. What is comes down to is that the steady supply of labor entering a field causes it to be a buyers market.
- Thrymr 13y agoHardly the "majority". White males are less than 40% of the US population. I don't think we're going out on much of a limb to say that they are overrepresented in the game industry.
- sageikosa 13y ago"Plurality" then, still the odds are on the white guy for any random task. I'm not really making a judgment, just trying to frame thoughts on the significance of the correlative factors. For non-random tasks (such as game development) we can certainly look to see why the variance of the population diverges from the variance of the general population and hypothesize to our hearts content.
- jamieb 13y agoThe games industry is populated by young, inexperienced people and that has two effects: 1. A belief that any obstacle can be overcome, any deadline met 2. One tool in the toolbox: I can personally make this happen by writing enough clever code There is very little: a. Has this been done before? And even when that is present, a total absence of b. How long did it take them? As is said in the article, management selects people from the first group, and actively punishes anyone who asks questions. Now, this latter may be true in any large industry where there's more money than sense, but so far my experience is that only in the games industry is this coupled with insane hours and a hit-driven industry that makes failure a guarantee of layoffs.
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- eldude 13y agoThis article is true to a T. An avid gamer all my life, I joined a game company to work on a gamer centric non-gaming project. Without saying much about my time there, it culminated upon completion with the entire team being laid off, with only the lowest paid hardest working "white childless males" being kept on because they fit the founder's expectations of ideal workers.
- crazygringo 13y agoSo, here's my honest-to-god question. When I was last interviewing for programming jobs in New York, only one of the places I interviewed at (and I looked at a lot of companies) wanted people working more than 40 hours a week, on a regular basis (they were a startup with a fixed runway). All the other places (a mix of established companies and startups) made it very clear that work-life balance is important to them, and that normal workweeks and generous vacation time was to be expected. So I read these stories about people being asked to work 80+ hours a week, and I can't for the life of me figure out why anybody does this, when there are so many companies which don't ask for it. And it's not like the 80+ hour jobs pay any better, as far as I can tell. What's going on here? Is it geographical? Industry-based? Do some programmers just not know any better?
- jarek 13y agoWhen these people want to work on games, they want to work on games, not "at a programming job." You see phrases like "childhood dream" going around, and to people who spent their childhoods playing games, making games is much cooler than making any other kind of software.
- numo16 13y agoIt was my "dream job" to work in some big name game studio one day. Then, after reading studio horror stories and working in other normal programming jobs, I realized that I had all this extra time outside of work that I could use to make games on my own terms. That made the decision easy for me :)
- jrockway 13y agomade it very clear that work-life balance is important to them, and that normal workweeks and generous vacation time was to be expected What they tell you in the interview is very rarely what happens in real life. Every company says they have a dynamic environment where you work on interesting problems for 40 hours a week at above-market salary. The reality is often different.
- freehunter 13y ago
- munificent 13y agoI was a game programmer at EA for eight years. > The real problem however is not that they are immature when they get in, but that too often they get out once they reach maturity, This is pretty spot-on. One of the main reasons I left the industry was because I got tired of it being perpetual amateur hour. I felt like I didn't know much and yet I often knew more than those around me. I worked on one game where more than 50% of the engineers had never shipped a game before. Those that had spent all of their time fire-fighting the messes created by the energetic yet clueless brigade of novices. > Many companies want to own your work even when you’re off the clock. “Here at Nine Dots, we aren't using any non-concurrence agreements, so these personal projects can actually benefit them financially if they make something that is commercially viable,” Boucher-Vidal said. This was also another major reason I left EA. I couldn't work on games in my free time. Meanwhile, the stuff I did at work didn't actually scratch that itch: it was either huge franchise games I couldn't care less about or technology stack stuff that wasn't an actual game. I spent more time feeling like I was "making games" when I didn't work at EA. > Until there is evidence that other models will work, and that's going to take a hit game or two, very little with change, and the revolving door of young, white, childless men will continue to make our games. I honestly don't believe this will significantly change. I compare the game industry to the music industry. In both, you have: 1. A product that people don't need to consume. 2. A product where consumers increasingly expect prices to be tiny or zero. 3. Hordes of young people who want to do it. 4. Work that is intrinsically satisfying for its own sake. Push aside all of the bullshit and making games is crazy fun. Lots of people want to make them. Lots of people want to play them too, but they don't really want to shell out much cash to do so. I think the end result of this is that it's just a domain where it will be a young person's game and it's very hard to make a lot of money. Yes, some companies will be able to make real money at it, but for every Rolling Stones, there's a thousand local independent bands playing dive bars that you've never heard of. And that's OK. I was in one of those bands you've never heard of once. It was awesome. When I had kids, I gave it up, but I certainly don't regret it. Maybe we should think of making games the same way: a fun thing to spend a few years doing when you're young and have the time.
- SomeCallMeTim 13y ago>> The real problem however is not that they are immature when they get in, but that too often they get out once they reach maturity, > This is pretty spot-on. I've studiously avoided working for EA (they almost had me once, but I said no when they pulled a bait-and-switch on the project that convinced me to interview to begin with), but I've been in the industry for 20+ years, mostly working for smaller companies or doing consulting. I think that while most people (historically) have worked for big companies, that there's a new trend (Kickstarter/crowdfunding) that is making it possible for indie developers to compete, and more importantly, to make a reasonable income while they develop the game. Granted, a lot of game Kickstarters fail, but then a lot of the people who put them on are not as qualified as they need to be to impress the public. >I honestly don't believe this will significantly change. I compare the game industry to the music industry. EXACTLY! And Kickstarter is democratizing the music industry as well! Heck, throw in the movie industry -- there were 17 Kickstarter-backed films at Sundance this year [1], and musicians are using Kickstarter (and digital distribution in general) to get away from the awful music labels that almost universally eat up their profits. The biggest problem in games/music/movies is typically that you have to make them before you can sell them. All three industries are really hit-driven. If they don't strike the right chord when the product is released, then any money invested in production is lost. So the investors get very conservative about what they'll make, and the general quality goes down as they try to reduce costs in stupid ways (80+ hours a week etc.). Crowdfunding turns this idea around completely, in that you can invest a small amount of time and money in trying to prove that your idea has legs, and if it does, then the product can be made with the money put in by your fans. If it doesn't, then you either fix your idea or start from scratch with the next idea. And if none of your ideas work, then it's off to a different industry. The public has spoken. I'm a game developer with a family and a social life. It can be done. [2] [1] http://www.kickstarter.com/blog/kickstarter-funded-films-headline-sundance http://www.kickstarter.com/blog/kickstarter-funded-films-hea... [2] I have yet myself to "hit the jackpot" with anything I've made; some of my time is spent doing consulting (I'm a programmer), where I make enough money to pay for the time I spend trying to make games. My burn rate is low (even with a family) in part because I left the Bay Area because this is what I want to do, and in order to do it I can't have a huge mortgage that forces me to have a day job that I can't quit. It's all about deciding what your priorities are and then acting on them.
- Aloisius 13y agoWhy do games require so many developers to work 20 hour days? Aren't most of games built on commercial engines that do most of the heavy lifting? I've been following the Doublefine guys and a lot of their development was put into making developer tools. I suppose I understand that, but when I hear of these 400 person teams building a game that takes 4 years to make, I'm honestly a little bewildered.
- ijk 13y agoA huge chunk of that team size is artists, level designers, testing, audio, and studio overhead. Not that there aren't lots of programmers too, especially in a game with lots of scripted levels and separate systems. But it isn't like it's a team of 400 programmers. Also, while the engines do most of the visual stuff, which was what a lot of the '90s-era tech-talk revolved around, they do nothing to implement your gameplay. Here's the credits for one of those big-team games, as an example (81 or so engineers/scripters, but only a fraction of the total team size): http://www.mobygames.com/game/xbox360/call-of-duty-black-ops/credits http://www.mobygames.com/game/xbox360/call-of-duty-black-ops...
- pasquinelli 13y agoi can tell you the reason this happens at shitty, small developers making low budget games: designers. i wouldn't presume to comment beyond that though.
- papsosouid 13y agoFirst of all, the US is not the entire world. Especially not when it comes to video game production. From my experiences, game development studios in Canada, the US, and Japan have all had employees with ethnic backgrounds that seem roughly similar to the overall ethnic backgrounds of their region. The US is ~70% white, the fact that game studios in the US are ~70% white should not be used as evidence of a problem.
- pkaler 13y agoI worked in game development for 5 years and left when I was about 28 years old. This article is pretty much spot on. I like to work a lot. I like to work 60 to 80 hours a week. The things is that reward has to be somewhat commensurate with effort. And as a developer you are expected to take a discount compared to adjacent markets. That just doesn't make sense when you have a car, a mortgage, and like to take two vacations a year.
- webjprgm 13y agoI stopped reading at: "Ironically, in starting a video game studio to fight these issues and prove that games can be made with sane schedules, Boucher-Vidal has had to put off getting married and starting a family. “Luckily, my girlfriend is incredibly supportive,” he said." Your actions show your real priorities. How can he really mean what he's trying to do if he doesn't live it himself? I imagine this article gives me a very limited caricature of what's happening, but I'm busy and will go read something else now.
- freehunter 13y agoBeing a founder is a lot different than being an employee. Many in leadership don't live the life they hope their employees have. I know my CEO travels a lot, puts off a lot of family time, and works insane hours. He still gives us plentiful vacation time, great benefits, and even paternity leave. He doesn't do it because he likes the lifestyle, he does it because it's what he feels needs to be done to give his company a shot at changing the industry. Liken it to a family. When I was a child, my mom was awake before us kids to make breakfast, got us to school and then went to work, picked us up from school and made dinner, and was in bed after us while she was cleaning the house. She did this to ensure that us kids led a good life and had the things we needed. Her kids and her home were her priority, like a CEO's employees and company are their priority.
- swalsh 13y agoThis has nothing to do with gaming in particular. But experience has taught me something. Working more hours != producing more. Daily productivity is a finite resource. You have a choice, you can spread it out over the whole day, or you can try to cram it in 8 hours. Its a lot easier to do all day long. Cramming it in 8 hours is harder. So when I go to work, and look at these family guys who come in at 9 and leave at 5. They get my respect and my jealously, not because i want to work less hours. But rather because I'm not capable of starting productivity at 9am. Its a completely counter intuitive concept, the idea of diminishing returns is hard to grasp as a kid.
- mrcharles 13y agoI've been making games for nearly 15 years now. I am an early 30s white man. I am good at what I do, and can work anywhere I want, at this point in my career. I'm happily married, though we don't have (nor want) kids. I think the article is somewhat accurate, but I think it also pays short shrift to the improvements that are happening in games. One of the big things I've noticed in recent years is the amount of people who enter games who are aware of the quality of life issues, and practice work to rule more often than not. It puts pressure on managers to learn to schedule properly, and it puts pressure on directors to learn when to cut. On top of that, there are a lot of studios that lean older in terms of age. Ubisoft Montreal is a good example of this; I couldn't tell you what the average age is, but I know that it's just as likely someone has a kid at home as not, and that also puts a lot of pressure to run things right. Also a lot of the managers these days have kids at home that they want to see, so if nothing else, they are improving their methods for selfish reasons. There's still a long way to go in games, but the game industry today isn't anything like what it was in 2000. It has been nearly a decade since I was expected to pull an all-nighter, for one. It's been nearly that since I was expected to work both a saturday AND a sunday. These days it's not impossible to find developers who believe in quality of life. But what is very very possible is to find a place to work where it won't be held against you that you have a family at home, and I think that's largely what this article is missing. That recent photo eulogy of Lucas Arts talked about things that I literally have not seen since before 2005; it's not shocking that a studio which would expect people to miss funerals and prioritize work over relationships would fail to put out games of quality. The game industry still has far to go, there's no doubt about it. But if you want to have a family, there are large swaths of the game industry these days who are perfectly willing to accommodate you without complaint.
- laeus 13y agoThis is extremely accurate based on my 11+ years of experience in the industry (across two studios). After some large AAA projects threatened people's relationships and overall happiness, many steps were taken to improve things, such as near-elimination of crunch and a high overall amount of respect for people's personal lives. Note that I actually fit into the article's title as a 35 year old guy who doesn't plan on having kids. I will often spend a few extra hours polishing something up because I relish the end result and because it energizes me to come in to work every day. Sure, I could make "double the money for half the work" in some other industry, but I love making games and can't imagine sacrificing my passion to make some equation look better on paper. But I never pressure others to stay late, and from what I'm seeing these days, more and more studios are converting to a reasonable outlook on developer productivity and happiness.
- nathanfp 13y agoWould be really interesting to see what kinds of games/benefits occur in a company that changes gears and embraces more flexible work weeks bringing in older and more experienced workers.
- star0zero 13y agoAnother great piece on the same topic: http://www.penny-arcade.com/report/article/lucasarts-eulogy-reminds-us-of-the-inhuman-cost-of-game-development http://www.penny-arcade.com/report/article/lucasarts-eulogy-... Key quote? "If the cost of a fun game is a failed marriage, then it may be time to admit that the cost is too high." - agreed.
- yalogin 13y agoWhy is this just a game industry problem? I thought the whole valley has this problem. No?
- incision 13y agoSounds about right. The friends I've had spend time in games industry have either left or transitioned to design consulting for all the same reasons cited. However, I tend to think this problem is in the process of solving itself through the continued rise of "indie" game development and slow collapse of studio tiles [1]. There are all sorts of great outlets for people who are so inclined make and publish games that didn't exist even 5 years ago. Developers/designers don't have to buy into the established industry culture to make and consumers don't have to pay into it to play. 1: http://www.polygon.com/2012/10/1/3439738/the-state-of-games-state-of-aaa http://www.polygon.com/2012/10/1/3439738/the-state-of-games-...
- st8ic 13y agoThe fact that they are childless indicates that they don't have time to have children, but how the hell is the fact that they're white relevant to the point they're trying to make in the article?
- numo16 13y ago> The fact that they are childless indicates that they don't have time to have children Or they don't want them...It may be anecdotal, but I know a good many of people around age (26) who don't really want to have kids
- Crake 13y agoYeah, seriously. (I'm one of them.)
- cobralibre 13y agoA great many people simply cannot fathom the idea of mature, responsible adults choosing not to procreate.
- victor9000 13y agoyou also have to consider the amount of talent that this industry will never see simply because developers have done their due diligence ahead of time, have identified these quality of life issues, and have redirected their careers.
- snaky 13y ago>Your average industry professional is a 31 year old white man with one to three years of experience I wonder, where was that 31 year old professional all his first 28 years? And how could you call professional a man with three years of experience, let's leave a one year?
- ianstallings 13y agoThis applies to start ups also. The mentality is that it's nothing but coding 12-14 hours a day and anything less is, well, less. I try to fight this type of thinking by showing how others have done it rationally and how it truly is just another engineering challenge that can be solved with proper techniques. But what doesn't help is the hordes of people that seem to be invading the industry, yet again, in search of riches and just want to learn the bare minimum. Get in and get paid so they can get out. The analogy I often use is poker. For some it's just a way to strike it rich and the lure of those riches draws a lot of people in. But for some of us it's a way of life. We wake up in the middle of the night yearning for the game. And no matter how much we make we'll never walk away because we love the game so much. How can you explain that to someone who just wants to hit aces, scoop a pot, and then leave a "winner"? Put simply - how can we bring rational thinking back to startups? How can we convince others that experience is important, engineering and architecture are important, tools are important, and it's not just some quest for riches?
- jamesrcole 13y agoThe article's title claims it's going to show why the people making the games are white, but the article makes no attempt to actually do so. (And, no pointing out statistics is not the same as explaining why).
- thenomad 13y agoThis helps explain why I'm starting to feel the games industry isn't catering to people like me as far as storylines go. I find that AAA games are often very disappointing in as far as they're full of one-dimensional characters, terrible cliches and limited understanding of anyone who isn't young and male. (I'm relatively young and male, but enjoy stories that aren't entirely filled with people like me.) There's a market for video games with a storyline written by someone with some maturity. It might even pay for sane office hours...
- InclinedPlane 13y agoA big part of that is that the whole of the game is built in a rush by people with no free time who are probably chronically sleep deprived. The machinery of the game ends up being essentially propped up on sticks and held together with bailing wire. As such the stories that you can fit in such rickety and uncertain machinery is typically the most linear. The more complex and dynamic a story is the harder it is to avoid big bugs within the story itself or due to the interaction of the story and the game engine. It also makes testing much more difficult, which is already short on resources for most games. There's so much churn in the basic technology of gaming systems that it makes it difficult if not impossible to concentrate on only story telling.
- Crake 13y agoI've been similarly disappointed in the failure to deliver a coherent storyline for some of my most anticipated games in the last year or so. Dead Space 3 and Mass Effect 3, I'm looking at you. :(
- Macsenour 13y agoI've said it before and I'll say it again: Crunch time, or working more than 40 hours a week, is Producer Failure. Either they didn't make the schedule correctly, or they let feature creep in. More than once I've walked around the dev people and told them to go home after 8 hours.
- __--__ 13y agoI'm also a 29 year old childless white man working in the games industry and yes, the numbers and discussion surrounding the demographics of games workers are accurate. The problem is, it doesn't prove the premise made in the article. The argument being made is that game are bland and homogenous because they're made by childless white men. The childless white men the article is talking about aren't actually making the decisions about anything that goes into the game. They are assembly line workers, not management. You could replace them all with an outsourced team from India or hire an all female team and the only thing that would change is the bug count and level of productivity. The end product would remain the same because it's being driven by executives.
- jstelly 13y agoIt is possible to work in the games industry and have a family and not crunch all of the time. It should be possible to determine which companies have or do not have this problem without actually working for them. Look for a company with a large population of experienced developers with families and you'll be much less likely to encounter a culture like the one described in this article. I've been in the games industry a long time and my working conditions are great. It seems like it would be more useful for people working in the industry to publish information about bad cultural issues at specific companies than to generalize about the entire industry.
- louthy 13y agoThe reason I left the games industry after 10 years (aged 31) was because there was a serious lack of professionalism with project delivery, which leads to ridiculous hours, and the pay really isn't worth it after a while. As the consoles got more and more powerful, the pressure to deliver next-gen experiences just overwhelms the team. Quite often at the expense of delivering good gameplay. I worked at a number of medium sized development houses, and the failure rate was probably 75%+. Some games wouldn't make it to market after 2 years+ development, some would make it to market but the publisher buried it (no real marketing). The most successful title I worked on was one for Nintendo, where the focus was on the gameplay (our producer was Shigeru Miyamoto). Even that title was massively late. I was an engine and tools programmer and I believe the level of complexity of the systems being developed (to fit into consoles with very little power, slow memory etc.) was pretty high compared to development in most other fields. So the rewards should be there too. However, I think the constant struggle that development houses have to keep their heads above water - due to the high failure rate of games - means that the rewards aren't competitive. So naturally you start looking elsewhere, especially if you have new found responsibilities in your life. It's a shame really, because it's actually one of the most fun and creative fields to develop for (in my experience) - however it's just set up for burnout and disillusionment. I left 7 years ago to form a healthcare software startup here in the UK and haven't looked back since.
- Crake 13y agoOff topic sort of, but--how is the programming market for developers in the UK? I'm an EE major and think it'd be cool to live abroad for a while after I get my degree, but I've heard the UK doesn't treat their engineers very well. Does this extend to developers too?
- louthy 13y agoThere's a strong startup community in the UK (well London at least), also lots of games companies, and then you have the financial sector where the rewards are very high (if soul destroying). So yeah there's lots going on. Obviously it depends which company you work for in terms of how well you're treated, that's obviously an intangible. For example I employ several developers now, and I very, very rarely ask them to work out of hours. If they have ever done it then it's because they wanted to, I also will stop them working excessive hours - which stops the peer-pressure aspect of the long-hours culture. I give clear ownership of key areas of our product to developers, so they feel a sense of pride and responsibility for what they're doing. I will also offer pay rises when I feel they're underpaid, I don't want to wait until they're halfway out of the door before offering what they're worth. Also I'm flexible with working-hours and remote working. It's not hard to have a basic respect for your staff. Even the games industry which I said didn't pay well, with long hours etc. is good to work in as a young developer. It's a very creative environment to be in, and most of the programmers I worked with were hyper-talented and have gone on to running their own startups, or are high up the food chain now. So in terms of learning ones trade and gaining long term contacts it's great.
- dscrd 13y agoDoes this apply to those extremely rare game studios that produce good games?
- trotsky 13y agoIt seems like some sort of natural law that any industry with a lot of revenue and teens/young adults dream of working in ends up with similar issues. Poor work environment, poor or deceptive compensation, tons of time or travel, psychopathic management and some sort of age bracket. That best describes the game industry, but it fits the major label side of the music industry, the bottom 95% of pro snowboarding, military combat, resort work and i'm sure there's more. And if include a set that misses just one of the traits you arguably could ad tv and film, the junior level investment banking scene, pro sports maybe. Hell, startup employee is a fairly close fit as well. I think it's just human nature - young people have a lot of passion, energy and without a stretch of office employment may lack some of the context necessary to decide how exploitative or appropriate various demands are. Given some of the common psychological traits often associated with officers and directors at many firms, it's not surprising that a certain number of them would see no problem in or perhaps even their responsibility to structure their business or process to take advantage of (exploit) this pool of people that dream of being part of it. At some point, whether or not the constant crunch turnover and burnout is worth it versus a more sustainable style that increased retention and experience level seems like an unsolvable riddle for any firm thats culture has been built on crunching. Anybody who has made it to senior management in these places has done so by being successful at executing the model and getting their underlings to work under those conditions. If you can't stomach it you won't stick around. So essentially upper management is full of people who have shown they're cool with it and have seen it work. Some probably flat out enjoy it. With this kind of environment it's hard to believe you could even finish pitching the idea, let alone get enough traction to investigate or even come up with a plan to implement something that would take so long to have any measurable results. Unless great results came quickly, I'd be surprised if they had more than two years before everybody got sacked and they reversed coarse
- azatris 13y agoPerhaps it's a bit offtopic, but as I have not found myself a good pet language that I'd truly make my favourite yet, being a 21-year old university student, is there any other reasons of studying, learning C++ as an all-around language, than being in the game industry? The dream of working for a company like Valve has pushed me into learning C++, but I am not so sure anymore whether that is a good choice due to both the horror stories and simple statistics. I want to make the best possible investment in my future and so these kind of articles are strong manipulators. I do love programming, even more than games, so it wouldn't be a problem for me to work at something less gamey. But should I nonetheless continue with cherishing C++ and making it the best language for me? Your replies are highly valued. Also, I do understand, that in reality, it's unlikely ever about just one language.
- gordaco 13y agoC++ has plenty of uses outside games and it's still one of the most demanded languages, although here on HN most people seem to work on web development and rarely need C++. The truth is, if you don't like C++, you won't like working on an industry that relies heavily on it (however, not every game is done in C++, and certainly few games use it exclusively), so in that case it may be a good idea to go for another industry where you feel more comfortable. If you like C++, of course, keep using it, and don't worry about finding a C++ job, they're still very common. The best advice, and the one you'll read around here most often, is: don't learn a single language. It's OK that you specialize in C++ (so do I), but never put all your eggs on a single basket. From C++ you can very easily go to C, Java and C#, which also provide a lot of jobs, and outside of the C family there is a whole universe of languages you should always be aware of.
- azatris 13y agoI really like the way C++11 is and I already see how it is in so many ways more likeable than Java as an OO language. But a question arises: would the common C++ jobs be maintaining legacy C++98 codebases? Also, when I am thinking about possibly being in web development, then is it a much more diverged path from the C family or could I somehow keep this as an open option? Is the easiest solution simply learn e.g. Javascript in parallel?
- rks404 13y agoDear childless 31 year old white men: Thanks for the all the good times!
- gcb0 13y agoAnd the studios will just flick a swtich and change that? they don't even care about better games. it's all about sales. and rightly so. The issue is marketing and what the market become recently. Games now work just like hollywood. It's just a matter of releasing something with the right name at the right time.
- brohn 13y agoAs a game developer I work on average 38 hours a week, and have never done more than 70 in a week. I come in for weekends once or twice near the end of a project and I've never pulled an all-nighter. From what I've seen this is also the case for most other programmers where I've worked, as most have families or actual lives. I've seen high-employee turnover before, and it's generally down to the company demanding too much overtime or being disgustingly underpaid. There's plenty of companies about now that understand overtime doesn't = productivity. >Your average industry professional is a 31 year old white man with one to three years of experience I've got no idea how true this is, but in my experience it's around 3-6 years average, though I've never worked for an indie or mega-studio, and I'm based in the UK.
- p6v53as 13y agoBeing a game developer is similar to being an astronaut or a pilot sometime ago. Just wait a bit and it will solve itself out.
- bwang8 13y agoIs the small percentage of veteran developer really due to low retention rate? I am guessing it is more due to the industry not being as big 10 years ago. 20% of respondents with 10+ years could means the gaming industry gotten 5 times bigger 10 years ago.
- parnas 13y agoMy sons thank you 31 year old childless white man. I don't believe they will also become 31 year old childless white man because 1, they are asian, and 2, they won't even take the trash out to the can, even if the can was where it was supposed to be...
- hkarthik 13y agoI'm curious where those of you who "left the gaming industry" ended up. Are you guys now belting out CRUD apps using the latest web framework like the rest of us? Or did some of you walk away from programming all together? I'm just curious what a "post gaming" career looks like. Feel free to share any numbers on how your pay/lifestyle changed as a result.