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Coincidentally, one of if not the best programmer I've worked with was previously a programming sysadmin for a big name in the games industry. His stories corr
by incision 13y ago
Coincidentally, one of if not the best programmer I've worked with was previously a programming sysadmin for a big name in the games industry.
His stories corroborate what is often heard about gaming companies - that the continuous crunch time isn't necessary so much a matter of exploiting an endless supply of young, enthusiastic talent.
I'd certainly see myself having issues with that kind of environment.
The fast iterating development culture of many Internet-era companies certainly sound nice, but never having worked in one, I'm not sure how of the hype to believe.
- hosh 13y agoI don't work for a game company, but yeah, I agree that the crunch time doesn't work well. I've read articles about the correlation between that kind of crunch time programming, and the general maturity of the artform. That is, the guys (I remember the industry being dominated by males) who raise a family and enter that stage of their life end up dropping out of the gaming industry. Thus, games tend to be made by guys who haven't had that life experience, willing to go into crunch mode, etc. I brought it up though as an example of pacing. I'm trying to discern whether it is the pacing itself, or whether it is the programming jobs you have tried have been with organizations that have a lot of red tape, or whether it is simply the engineering discipline that you prefer not to participate in. As for the Internet-era companies, the fast iteration is something you tend to see more in startups rather than startups that have matured into big business. Iteration for the sake of iteration itself doesn't work very well either (John Boyd "fighter pilot agility" vs. Agile Manifesto). It's also where devops is coming out from, and proliferating back into mainstream IT.