Video Games Are Destroying the People Who Make Them
nytimes.com
nytimes.com
After leaving games, I thought VFX was going to be less abusive. I spent 7 years doing that; artist, programmer & financial analyst. VFX was only better in the respect that the pay and perks were better. Were. Film VFX is mostly overseas or Canada now.
I'm in facial recognition now. It is still just exiting the "computer scientist" stage, not at that "Crappy AI College" level yet.
Until younger people get some type of collective sense of their abuse, it will continue. Everywhere.
The question is not why women dont go there and how to get them in. Chances are, they do a good guess about what it will be like and nope out. The question is why the hell men put up with all that and accept all the crap without even trying to negotiate.
Often they seem to be clever than us. :)
"Video game development" is squarely in the last category. Facial Recognition, NLP, ML are still in the second (out of the hands of academics but not quite plug-and-play yet - though getting there with TensorFlow and MXNet and some of the newer AWS services)
After a while, you normalize it: "Oh, next few months are chill, only on 10 hour days instead of 14s. But still have to work weekends."
And since you're working so much, you're not spending all that overtime, sometimes double-time money. That's the thing vs the hours you see in other industries - at a decent company, you actually get paid for the hours you work. Now, you might have to carry your own healthcare and shit (because that's only for "staff", even if you've worked there for two years every single day) but at least you have a fair bit of money and can maybe up your quote between projects. My architect colleagues regularly put into 70-80 hrs/wk on a not great salary for a highly-trained, highly-regulated profession.
That's great for people right of college that haven't gotten burned out. They don't know anything else and even get off on comparing 'how hard' ('how many hours') they worked.
And, as you said, there are more around the corner. If you get too expensive, you might be pushed out the door. Because the margins in VFX, or so I've been told, are so low. The studios have the companies bid each other to as low as possible, and sometimes you take a loss to get a big project so you can possibly do business in the future.
I think beyond employee unionization (which I never see happening, same in programming) it seems like vfx would need a national trade organization that could help them fight against not only the power of the studios but the outsourcing to Canada and elsewhere.
Anyway, best of luck to you. Just wanted to second your comments and add a little of my own observations. I was only in for 3 or so years when I realized how debilitating and abusive it was and set out very quickly to change things up.
It is still just exiting the "computer scientist" stage, not at that "Crappy AI College" level yet
Growing up in the 80/90is I remember thinking a place like Bioware or Black Isle/Troika would've been cool places to work, but as I reached adulthood and understood what went into working those places, the dream quickly faded.
Imagine having to work long hours at shit pay, to design/build some loot crate system. Especially when your skill set is in high-demand and you could've gone into something like healthcare IT, where you could be improving people's lives, at 37-45 hours a week at four times the pay.
I really don't mean to be rude, I just can't fathom the motivation you would have to work some anonymous job in the video gaming industry.
That's kind of how I feel about academia right now -- seems highly irrational from a financial or job security standpoint for most people to get a grad degree and aim for tenure, yet there are still droves of people willing to make that trade.
At best, you'll get a scholarship and maybe a teaching salary/stipend of ~30k over 5-6 years. In my experience, people who can do a PhD could've been making 2-3x that much in industry.
PhDs do get hired at a higher position, but you can easily get there the normal way over 5 years. IMO a lot of grad school students are just here to immigrate.
Games were life for me but I was paid relatively well and I came from and went back to "industry". Still in "Games" though so a few years at a studio helped me learn some valuable engineering skills and made me a "bonafied" (lol) game dev to most people. I don't claim to be a dev.
Still, I caution people to consider the possibilities they may be sacrificing.
Although can you really do that well in healthcare IT? I've worked in a tangentially related space, and from the glimpses I've seen in healthcare, its all a giant clusterfudge (and pay wasn't that great either).
And it's an industry where it seems like no one really has their acts together when it comes to properly managing their data or communicating their requirements in a consistent or timely fashion to the people they need to build their software, while pretending otherwise and thinking forcing everyone to take the same online HIPPA class every year is all they need.
And yeah, the pay isn't too great, unless you're an executive or founder.
Wow, that has been my experience exactly. I think the odds are pretty high that there will be an "Equifax moment" in healthcare IT in the not-so-distant future.
I'd say games (and any art, for that matter) can and do improve lives.
While I found some great friends during the "gaming years", most of the time games were ruining my life.
Pft says who? Few of my favorite games can be described as addictive. You can't simultaneously make the argument that "addictiveness" in the sense you're using it is bad, and then quickly switch word senses to claim its a requirement for very good games.
By "bad" I mean the impact of this game design on players' lives – the game is "too fun" for some of them.
I think there are a lot of players that see the Skinner Box-like mechanics popping up in mainstream works, and are increasingly turned off by it too.
I think it's better to judge games on the axis of compulsion vs fun. Some games you play because they feel inherently fun, like Mario. Others you play because you can't stop pressing the lever and it doesn't feel much fun, like grind heavy games. Only the latter kind of games should be called Skinner boxes IMO. And nobody dreams of making games like that! So the whole subthread started by your remark seems a bit unnecessary, no?
Game designers dream and talk a lot about creating the "flow" which is also achieved by correct reward ratio: https://www.gamasutra.com/view/feature/166972/cognitive_flow...
The problem with the whole subthread is me assuming that everybody is more familiar with the subject and not writing a detailed explanation from the beginning.
> 1. Have concrete goals [Reinforcers] with manageable rules [Contingency].
> 3. Have clear and timely feedback [Response] on performance and goal accomplishment.
I'm not making things up – just retelling the common knowledge that I used for work. Ask other game designers if you do not believe me. I understand that deconstructing pleasant experiences into a set of primitive triggers is uncomfortable (hence, over a dozen downvotes) but it's useful to see what pulls the strings from behind the curtain.
Upthread, santaclaus said "I'd say games (and any art, for that matter) can and do improve lives," and you immediately disagreed. You appear to be arguing that games are always harmful. That's silly, and that's why you're getting such pushback.
Both mentioned games are adventures where you need to overcome a challenge (condition) to get a reward (reinforcement) which could be the following part of the story or just an item.
Every single game design can be disassembled to its basic elements this way. Even the most artistic indie games are made from conditions and reinforcers.
https://www.gamasutra.com/view/feature/131494/behavioral_gam...
Yeah, I had my "gaming years", too - EverQuest in particular ate my life for a while to the extent that it threatened my mental health and my marriage.
What I discovered though was that EQ was a symptom, not the cause of my dysfunction. Gaming is an escape; I was at a point in my life where all I wanted to do was escape from it, and EQ offered that in unlimited quantity.
A lot of programmers get into the game industry because there are interesting technical problems to solve. Personally I'd have a hard time working on what look to me like deathly dull problems in fields like healthcare IT. For good, experienced programmers in the game industry I don't think the pay gap is as big as you suggest. I know a lot of game industry veterans who have taken higher paying positions in big tech companies like Facebook, Google, Microsoft and Apple but I don't think your average corporate programming job pays comparably.
I started my own VR company in the healthcare space which gives me the opportunity to continue working on interesting games technology while also hopefully improving people's lives but for my own personal motivation the work has to be interesting to me, not just paying the bills and benefiting end users (although both of those are important).
Game shops chew up their employees and spit them out, mainly because there is no end in sight to the number of young, naive people willing to take any kind of abuse for the prospect of having their name in the credits of a game.
Big companies like EA recognized some time ago that they couldn't afford to lose their most experienced employees by "chewing them up and spitting them out" any more and have become more competitive for senior devs in both pay and working conditions. I still think there's work to do there but it's not as bad in my experience as some people seem to think.
I have a much bigger network of people and companies to exploit now and so my next job very likely won't be at a game studio. It is a shit industry full of people who don't value programmers all that highly, except maybe the mythical hard-core engine programmer, while simultaneously overvaluing idea people to an almost absurd degree.
As for improving people lives, why do you think games don't do that? People had been remembering games they played for decades. Games have an impact. Strangers will see a t-shirt with a game studio logo and come to you talk about its games. Does it happen with the Healthcare IT too?
1. http://s3.documentcloud.org/documents/358040/exhibit655.pdf
At least these people (who are certainly being exploited, often in ways that violate labor laws) are getting some real work experience while they're at it.
Ok: one is fun, ~100h spread out over any period you want (e.g. a year: 2h per weekend), completely 100% beholden only to yourself, no strings attached. The other... well, I’ve never worked there, but I’ll quote someone who seems to know: “certainly being exploited, often in ways that violate labor laws.”
Are you honestly comparing what people are describing here to side projects? honestly: what side project have you ever worked on that treated you that way?
Of course more generally the exploitation of open source work by commercial entities is also ignored in this context, which is also amusing. The number of side-projects that are used for free by commercial entities profiting off them dwarfs the number used to generate income by consulting or as a business. But that's just fine because "open source."
I am fine with you cracking up over 'normal programmers' like me vs would-be video game developers I get in at 8:45 and leave at 17:10, I go swimming with my baby daughter once a week from 9:00 to 10:00 and I work from home 2 days a week without a single minute in overtime.
If you are out there doing 80-100 hour workweeks (as described in the article) you are an idiot. I get it when there are no jobs in your industry and too many candidates (psychology here in the Netherlands), but if you can program for games you can program applications with minimal self-training and start working normal hours and working on your life. So if you can program and you choose to work like described in the article you are an idiot.
It's this same late stage capitalism BS where some people are successful doing X, where X also involved working obscene hours, not planning things out the way they would have to in a large company, and doing other things that are either "trailblazing" or "cutting corners" depending on your perspective. And they get lucky and make a ton of cash.
And so a ton of other people try and follow this path, but the only lessosn they seemed to learn was "working long hours is awesome" and "you don't need to pay people fair wages, just let passion (and/or stock options) motivate them". And people who would have made a decent living 20 years ago doing something boring are conned into it because it seems like the only path left for them.
So it is possible. It's just going to take enough executives and producers to take a risk (while their competition continues to crunch) and see the long term results. That or we see some sort of union/guild action which most engineers shy away from.
I do enjoy the altruistic aspect and I do indeed work about 40 hours a week.
But I believe that people who are attracted to game development are not immediatly attracted to healthcare systems. Just a guess :-)
When you have a continuous supply of giddy, overjoyed young applicants who have dreamt since childhood of working a position and want nothing more than to pour their life into what you're making, they will gladly accept pay and working conditions below the general standard for the applicable skills.
I'd say that you should do what you will love the most to have been doing, all things considered. If bathroom in a bag, a 30-70% pay cut, and seasonal firing still leaves game development at the top of that list, then don't sweat it.
[0]: http://www.lostgarden.com/2015/04/minimum-sustainable-succes...
tl;dr people get paid more for doing unpleasant things, and take pay cuts for jobs that people like
Because game development seems objectively more unpleasant than some of the other programming jobs. It certainly seems more unpleasant than my work situation, and with worse pay.
If you want more objective markets, you will have to influence the actors through a side channel (and you have to be actually right, not just think you're right!).
My teachers strongly discouraged me.
It took me about 6-8 years to realize that my teacher were right, and writing software for banks is a lot more satisfying than working for Electronic Arts.
What kind of comparison is that? Most people in the world earn less than half of what a first-year associate at a NY Law Firm makes. So what? A proper comparison should be against similar professions, in the entertainment industry. Did the author do any research at all?
Isn't game developer in fact a class of CS professional?
"Their income pales in comparison to what’s offered in other fields with reputations for brutal hours, like banking and law. The average American game developer earned $83,060 in 2013, according to a Gamasutra survey, or less than half the pay of a first-year associate at a New York law firm."
Your answer is right there for goodness sake! The author compares game developers to a first-year associate because both are "fields with reputations for brutal hours."
The author is also Jason Schreier, an editor at Kotaku which has frequently covered these topics. I would argue he's quite aware of the issues developers face, many journalists are close friends with developers in the industry.
To echo your demeaning tone: did you do any research at all?
So, yes, I think it fair to call it a lazy comparison and criticize the author for that point. Even if it doesn't really undermine any of the other well known issues with the field.
The other reason the comparison is so flawed is the education requirements for lawyers in that market and the enormous debt usually incurred in getting there. (These characteristics are not unique to lawyers, but are not totally shared with game devs.) Large NYC firms will only hire from a dozen or so law schools and those schools accept students from relatively small pool of mostly pricey undergrads. Without scholarships or aid, you're looking at $2-350,000 in student loans over the 7 years of school. Then you generally don't work for 6 months after graduation in order to study for the bar exam because you didn't expect $300k to teach you that stuff did you?
It seems that trying to be a writer, actor, game maker or a musician is incredible amounts of hard work and a small number of people do well and everyone else does badly.
A good story of the combination of overwork and technical mismanagement is the Mass Effect: Andromeda debacle (written by the same author as the NYT article): https://kotaku.com/the-story-behind-mass-effect-andromedas-t...
> The video game industry is especially bad as it combines
> the bad aspects of the entertainment industry with the
> bad aspects of software development.
Another corner of the world where those two collide is the visual effects side of film production. What you see there mirrors the game industry to a tee: tons of overtime, high stress, low pay, studios constantly folding, and a never-ending stream of young hungry creative people waiting for their turn.Basically games are not valued. The only reason they even get made is because there's enough people who love making them without sweating about not having the best salary, and enough young people who keep coming in to replace the people who've finally decided they've had enough.
I would argue that you're pointing that finger in the severe wrong direction. The young generation of young males who buy video games do not visit the web pages of the enthusiast game press (IGN, Gamespot, Kotaku). Instead, they consume all of their game "reviews" and "criticism" via YouTube - figures like PewDiePie, TotalBiscuit, etc (not exactly a great crowd).
The gaming press is actually having a really fascinating resurgence IMO. Websites like GiantBomb and Vice's Waypoint have both found success through cultivating personalities with distinct critical viewpoints. Recently, games criticism has developed into something very unique and enjoyable if you're passionate enough to go looking for it.
In this way I disagree with your final point. Games are still immensely valued by [old / women / minority / enthusiast] gamers, but the majority of the market (especially the big $$$ from micro-transations) is thanks to the demographic you describe and (IMO) the media they consume. As a result, large block-buster games will increasingly market themselves to this incredibly lucrative (but not always large) segment of the market and you'll continually see behavior like in the OP as companies like EA try to cut costs and maximize their revenues.
A decade ago I paid 40€ for a game, and maybe 20€ for an addon.
Nowadays I pay 60€ for a game, plus about 60€ for DLCs, plus another 40€ addon, and I'll also have to pay for microtransactions to circumvent the blockades the game constantly throws at me.
How have proces remained the same?
And this is in a field of the industry where games just got easier to make, because, instead of building custom engines they're now all using Unity or Unreal, and delivering cookie-cutter content.
I don’t like the dlc / add-on approach either btw but it’s all done to get better margins while attempting to avoid the ‘sticker shock’ that would result if they charged one time to get the margins they actually want.
Everything would be able to change if naiive young people didn’t put up with bad conditions in the industry but I think this isn’t a problem just for games, this is how many industries keep ticking along. It’s a cycle, the young don’t believe the old, they think they’re cynical and this time they’ll do things different. I hope there is change.
Most recently, a game studio a friend works as was supposed to wrap in early October. That's now extended until the end of the year with a ship date around March. If they had any flexibility in the release date, who thought this was a good idea? Of course an October deadline is going to push and now you've ruined the holidays for everyone.
A lot of the big game studios put out a game every 4 years or so, but if you're hired for the project they hire you just for the crunch. Then you're on to the next project heading into crunch.
None of this exists in videogames.
Also yes, anything that seems glamorous has too much supply and not enough demand, so you end up with these skewed power dynamics. Pick a job that maybe pays ok but is super unglamorous, and I doubt you'll see the same practices
Creative freedom is definitely nice and a goal of people in games. Both developers and designers go into it with the goal of making games and eventually making their games.
What you find out is, most game companies can only make a few people's games. It is the same in any creative industry.
This results in most developers, designers, artists going to work on their own games or at small to medium studios where they can have some input after 3-5+ years.
It is the same with entrepreneurs and any work/team really. You will get more shots at implementing things the way you want towards the market you want if you can control it, especially if it is your own or you control the funds.
Game studios and agencies are great to learn all the skills you need at a rapid pace and understand the amount of effort it takes, but eventually you will need to break off on your own or small teams to deliver the experience you want. Working at an agency or studio is a bit of an education or hardcore apprenticeship.
Most people that get to control creative and design decisions at large game companies had to do just that or make their own (or they put up the money) i.e. John Carmack, Tim Schafer, Tim Sweeney, nearly all mobile studios initially are small teams and either launch their own or subcontract for a label and on and on.
The first is that supply exceeds demand: "everyone wants to be" an artist. This is basically unfixable.
The second is the very skewed distribution of revenue: a few big names get hundreds of millions of people's money, everyone else doesn't come close. This doesn't have to be that way at all (remember the 2000s when everyone was talking about the "long tail"?), but it would be a huge cultural shift and it involves a long discussion about commercialism and entrenched interests.
That's the opposite. It's exactly how a free market is supposed to work. When supply exceeds demand, you can fix any condition you want and you'll still get to fill your seats. If an industry loses attractiveness, they'll have to raise salaries, provide better working hours to retain employees.
Children are not considered in most countries to be able to make decisions regarding employment until they are 16 or more. That's why - a question of assumed maturity and ability to make judgments over longer term vs short term benefits.
> Why can I hire a adult for $3 per hour if we both consent to it?
Personally I don't see a problem with that - if for that adult that means 3 dollar additional benefit per hour versus nothing, it's really up to them. But in a proper marketplace companies compete for people and salaries tend to rise by themselves way about 3 dollars per hour. Look at Switzerland, a country that has no minimum wage Law, yet has the highest salaries in Europe, even for jobs requiring only low qualifications.
I'm not sure the picture is so bleak financially for game developers. I mean, there's a ton more revenues in the video games industry and it's a growing industry with more and more gamers (mobile, console and PC alike). Then, there's the fame aspect "I worked on X game with this Mr Y superstar game designer" even if they only worked on a very tiny aspect of the said game. And there's the advantage of being IN the industry, the networks, the fact that you are the forehead of what's happening and there's literally tons of ways one can innovate even in "boring" AAA titles.
It was a at least a 12 hour day (but IIRC it was more like 18, but its been while now). As an extra, most of that was spent sitting around and waiting. The crew on the other hand were mostly on their feet the ENTIRE time and were still going even after all the extras were dismissed. Many of them were doing laborious tasks, others like the show runner, are running a million miles a minute the whole time.
And from what I gathered, this was basically the norm, while shooting the season which can last for months.
Game dev and startup founder at least can pay a lot better than actor/writer/musician even before reaching unicorn status.
I'd argue that over at Riot Games, we see crunch as antithetical to what we do. But then we're lucky enough to run a massive online game that needs to be up 24/7 year after year. So our engineering culture is much more like what you'd see at other traditional internet technologies such as Google, Netflix, Amazon, etc. It's just that in our case, our online service is a video game.
My girlfriend is at Disney and last year she worked 6 day weeks for much of the time as they led up to a film release. Change would require producers and executives to take a risk (while their competitors continue to crunch). It's going to be very hard to adjust.
I think service-based games aren't just popular because they're profitable, but also that they can be developed more akin to a typical software company.
Redesign, relaunch, rebuild, replatform, add vendors, remove vendors, deal with poorly built contracts that allow for shenanigans because no one in tech signed off on the deal you just made.
I think our whole industry is hell bent on consuming youth and self destruction. No one in tech is immune but some have it worse than others.
Sometimes we don't realize what we are doing to our bodies with overwork, stress, poor diets (you know it's true), and insufficient exercise. It's good to get reminded every once in a while.
Bill Watterson said the following via Hobbes (08 Apr 92, pg 56) that rings true for me: 'I don't know which is worse...that everyone has his price, or that the price is always so low.'
Crunch is a function of deadlines. In my experience you don't get crunch if you have continuous incremental releases (eg a SaaS product where pushes to live are automated). Unfortunately that tends to only happen when something is both successful and mature.
Until that happens, though, the classic tech career advice remains true: don't go into gamedev. There is comparably interesting, creative work elsewhere in tech that is also lucrative and relatively secure.
First, there are so many bugs and obviously-unfinished things. “Ship now, pay now, pay again later and maybe it’ll be fixed later” is the new normal.
Then there’s the huge production costs. Games suffer and become boring because they take forever to develop these photorealistic scenes and don’t have time to produce a lot of actual game content!! Instead of spending an eternity to create a handful of amazing-looking things, focus on just-OK-looking opponents and make a much bigger and better game.
Tools like Unity, Gamemaker etc are part of the solution : lower the barrier of entry to expand the market, which might even eventually introduce IT level employee competition.
Might also be useful if the current generation of game dev 'elites' retire. Props to them for their games, but it often seems their success bias allows them to view crunch and other terrible development practices as normal.
Can companies survive without this "cheap" accessible labour? Are the game devs being screwed by their employers or the markets? Is it better to regulate for higher salaries, and potentially less total jobs and maybe less games per year?
I think the answers to these questions are hard to find, but ultimatly would dictate the pros and cons of the current situation.
If execs are just pocketing all the money, ya, that's a problem and maybe unions or regulation is needed.
If game development of the current scale just isn't sustainable by the markets given higher salaries, we need to explore what kind of game development scale can? Is it one which reduces the number of jobs? If so, we have the taxi vs uber dilemma... Is it better for fewer people to get good wages, or for more people to get lesser wages?
Finally, we must explore the lengthy crunches. Are they truly delivering productive value? Is management in the game industry just poorer? Would reasonable hours impact cost and profits? Maybe it wouldn't, if we believe all the science about how lack of sleep and overwork nullifies productivity.
This is all a complex problem.
They're not. It's a huge waste of money. It's all poor planning. But each company has to learn that individually, over and over, before an industry figures it out. There's some quote about making movies (or art) that the hard part is making the movie the first time. Once they knew what they were making, doing it a second time would cost 1/10th as much.
A lot of the leadership at Pixar talk about how difficult Toy Story 2 was on the staff [1]. '"a full third of the staff" ended up with some form of RSI by the time the film was finished.' 'In one instance, an animator had forgotten to drop his child off at daycare one morning and, in a mental haze, forgot the baby in the back seat of his car in the parking lot.' Even though 'Pixar did not encourage long hours, and, in fact, set limits on how many hours employees could work by approving or disapproving overtime.'
It created a huge culture shift at Pixar. Luckily, they've in a comfortable enough position to carry out and keep up with those changes.
[1] https://en.wikipedia.org/wiki/Toy_Story_2#Controversy_and_tr...
Why gaze with envy when you could organize instead?
I've heard lawyers talk about what it was like before fax machines. Turnaround on documents were expected to take a week because they went out through the mail. Now you can get a txt message and expect to turnaround in minutes--no matter where you are.
It's just a tempting feedback loop and I feel like as a culture/society we need to set some boundaries.
I've seen so many otherwise well-adjusted people blow their time, health, and sanity on these things rather than deal with their own real-life problems. Then there are the newer ones where they nickel-and-dime people actual money for digital cornfields and lollipops.
edit: to be fair, some games have risen to the level of high-art, but I doubt many artists are going to complain about the pay or the effort when they know that they have accomplished such a thing
As a consumer I also rather have games delayed than delivered in the EA style, full of bugs.
But I might be a more understanding consumer as I work in IT. I really do doubt these hours have a positive impact on code quality though.
The majority of sales happen in week 1, and the DLC is usually shipped within a year. Unless the game attains classic status and requires porting to new platforms one day, it is unlikely you will need to work on that code in the future even.
Don't misunderstand, I rarely even play a AAA release until a few months in when the bugs are quashed because they irritate me so much. However I suspect EA et al optimise for release frequency rather than code quality. Presumably the affect of the latter on the profit & loss is dwarfed by the affect of the former.
But better code quality can also mean losing less time fixing bugs that could have been prevented in the first place. Thus, actually reaching the expected release date, but attention focussed elsewhere.
I'm not familiar enough with that world though to really understand how complex their code is. As you said, I assume libraries such as UE, CryEngine, .. take care of the truly hard bits.
[1] https://en.wikipedia.org/wiki/Mass_Effect:_Andromeda#Game_de...
no issues, but with certain employers the crunches can be quite intensive. escpecially when promised 'relief after crunch' never really comes.
with decent employer and if you like math and coding as such, it's an amaze-balls (i believe is the expression) job to have: very broad spectrum of problems that the coding of the games involve and almost free hand in realization and the best part is that performance and memory really matters, and there's no way around it. what i like the most is lower level (sometimes significantly) of corporate bullshit, and that's true even for bigger studios. it's a bit like in quantum physics: "shut up and calculate!" except we code.
Complaining is a thing on the whole internet, but I'm always shocked by how common it is for gamers to trash those who basically make their leisure possible.
Indeed, this industry seems to be the most toxic one for developers. Among all recruitment mails I receive, gaming industry ones always stand out. They're basically always in the line of "want to work in your dream industry?" and make me feel like they actually are doing me a favor by sending me a recruitment mail. "lol" is my usual thought while closing the mail.
By the way, to game developers : don't feel too bad. Once MR will be a thing, you'll be kings of the world, just like webdev from 2000'.
Some developers have a lot of critical things to say about working environment in CDPR. Extreme crunch is one of those.
I explained that surely in a properly managed company, with proper planning such things would rarely or never be necessary.
Surprisingly I got asked back for a second interview (which I declined because I'd been offered a much more suitable job elsewhere)