I broke down crying: Canadian video game creators face grueling crunch hours
cbc.ca
cbc.ca
After working there a while I also realized how the company used the coolness factor of the products and the feeling of belonging to the team to get people into working a lot while paying less than the rest of the industry. I think this is also often done in the game industry
My question is: after your first crunch time, don't you think about priorities in life? Also, at least the programmers won't have a really hard time to find other jobs why do you stay in this rather abusive industry?
The second promise that keeps people in tends to be built around having multiple tiers of employee: the ordinary worker, and the lead/senior/director/etc. - where the higher rank gets more sway and less vulnerability to layoffs, as they are the "core" of the studio identity, and as a core member they hold some more bargaining power and creative freedom. Most of the employees are there to fill in the ordinary stuff - the small props, environmental details, and minor features.
Even with the programmers this holds true: the core technology groups of the large publishers tend to be at some distance from the teams working on a product. These top level people are also the folks that can most easily crossover from high-profile tech in games to high-profile tech in another field. Many of the people who write shipping code that is not the core engine(customized gameplay features, event scripts, etc.) get positioned - willingly or no - as specialized grunt labor, making a career move harder later. There's a lot of little stuff shaping narratives here.
On that note, one of the things that is on the table for game unionization efforts is standardization of job titles.
I've long thought that this was needed industry-wide. As it is, job titles are largely meaningless. It shouldn't, and doesn't have to, be that way.
And, let's be honest here, that is one of the two main reasons that companies prefer young devs. (The other main reason is that young devs are cheaper.)
That's why I left it -- I can do exciting, impactful, cutting-edge things in other sectors without having to endure death marches and crunch times.
With the launch of the Epic Games Store and the coming explosion of platforms, plus mature middleware like Unity and Unreal, times are great for well-organised Indie teams.
Still, my personal bent is that I'm more likely to be willing to do that for a small company (whose owner I likely work with, and I have a greater personal investment in) than a large one.
That's one of the several reasons that I prefer to work for small companies.