Major union launches campaign to organize video game and tech workers
latimes.com
latimes.com
Personally I haven't done a day of overtime in seven years and I feel reasonably compensated but there are clearly other places out there that are still exploiting their workers.
Improving worker input into production schedules and creating clear guidelines around overtime compensation time would probably reduce companies that rely on "crunch time" too much. Over time is ok if the work needs to be done, but workers should have a reasonable expectation of knowing how much of a break they'll get after. Not that it's some random (small) number in their managers' head.
There are plenty of other workplace issues aside from over time and wages that a union could help address.
Increasing transparency and input from workers into company finances and road maps, improving hiring practices, creating more opportunities for young new grads to break in, increasing diversity.
Standardizing crediting would be one close to my heart.
One time I was laid off from a company along with hundreds others due to various company issues, and eventually the project I was working on made it to market. I made it into the credits, but instead of having a "software engineer" title and naming the significant feature area I worked on, I was reserved in a long list of "Special Thanks".
This sort of thing is totally unacceptable. Would be an area addressable by an industry union.
Just going to point out, everywhere, I have ever heard of a union it generally made it harder for new people to come in, not easier, by increasing the commitment an employer is expected to make to an employee, and by making it harder to remove employees that need to be removed but can't because of their seniority with the union.
My observation has been the opposite. I believe because the unions have an interest in increasing their membership, not letting it atrophy and decrease due to time and deaths. A union that doesn't have a growing membership is a union that will disappear.
In fact, some unions I've seen have teams of people (including lawyers) whose sole purpose is taking illegal immigrants working in their industry and getting them properly documented and teaching them English for free so that they will eventually join the union.
Where I have seen this is in carpenters, bartenders, maids, food service, stagehands, and a few others. The industries you've seen may be different.
The way it seems to work is that a contractor wants N number of electricians for a contract, so the first N electricians in the queue are laid off get dequeued and sent to work.
This is a really interesting system, and I think if there were subgroups of software engineers it would pretty much work fine. I think at the end of the day, SWEs tend to be picky about where they work, and employers tend to want SWEs with backgrounds that perfectly match their needs.
I dunno, I think if someone could figure out how to make a queueing system work, it could work for a lot of people and businesses.
It seems close to the agency model already. Only problem is, I don't see how you're going to get top engineers to join. Most of them are already making bananas money, and I don't see how highly compensated engineers would fit into this model at all.
It really depends. The smaller the organizing unit, the more short-sighted they're going to be because they have less leverage and they benefit less from long-term big picture thinking. For example, if I'm a union that organizes machinists specializing in a specific type of tool then my focus is going to be on keeping this tool in place and these machinists employed, even if it's at the expense of new entrants or generational changes in technology. If the union is organized for an entire industrial sector, though, then their focus is on organizing and developing labor rights and practices for the sector as a whole rather than any specific shop.
I was basically thinking about my present company that has done a great job of bringing in coops from local universities for work terms. We've had a great experience with this. However, this is one of the only games companies I've worked at that does it.
However, unions increase the value of jobs. Union workers enjoy a better QOL and career stability, and they can actually build a life for themselves without worrying about being fired on a whimsy.
Luckily for something like game development, it is a growing industry with a low barrier to entry. Finding a job or starting a new company is very realistic-- until the next economic downturn, which will hurt union and non-union workers alike
I'd imagine unions are most prevalent in industries with a surplus of workers.
If you have a rapid growth industry with competitive hiring practices, you're probably getting treated great and courted to switch jobs for higher pay pretty frequently.
If your industry is stagnant and management is constantly trying to replace you with less expensive workers that can be quickly trained to do the same job I can see why there would be a strong desire to unionize.
In that sense, I can see how the union would be protecting it's workforce by stemming the inflow of new employees. The fewer the supply of workers, the higher demand for the one's you have.
lol
Less open jobs because people aren't switching every 18 months doesn't sound like a bad things.
What they do do is make it harder to get rid of experienced people and replace them with cheaper ones.
Oh hell yeah.
I did 3+ years on a title, nearly killing myself to ship it. When I realized that doing that much OT was doing to my personal relationships, health and sanity I left with a generous transition ~8mo before ship(including tossing 2.5mo of PTO because they didn't have to pay it out and I could never take it).
Listed under "special thanks" as well, it would have cost them nothing to do proper crediting but instead a giant middle finger for "betraying" the company.
There's so many aspects of that industry that are messed up, I heard similar stories across the board form co-workers at the places they had worked at. Since everyone had gone through the hazing process it was a self-perpetuating cycle that didn't stop.
How much does this matter? (Really asking, I know nothing of this industry, nor film.)
What I mean is, beyond enjoying seeing your name, does it make a big difference in landing subsequent jobs to have your name publicly listed at this size / under this heading / etc. on past work? Do companies hiring you go and check what you say against the credits, or how does this work?
First game I got credited on opened up a ton of doors because everything in that industry is based on what you've done and not your qualifications.
The argument against you getting a full credit is that it would list your contribution to the game as the same as a colleague who worked through the ship process. I'm not sure how it works in the production side of the film industry but I imagine it is not dissimilar.
You definitely did the right thing by getting out and looking after yourself and those around you. The industry has and is responding to the loss of good people due to burn-out, not at every developer but some of the most notorious have realized the level of churn hurts their ability to hire and retain the best. The more push-back there is against the onerous work practices the more quickly they will stop.
There should be universally-agreed rules around how crediting works: how about a case where a noob who joined a month before shipping gets credit, but someone who slogged for 2 years but quit gets relegated to "Special Thanks" despite putting more effort. Does that seem fair to you?
Authors get credit for their books. Everyone who works on a film gets credit for their contribution. This goes into your CV, resume, IMDB, whatever. It's important.
I don't know about films, but credits on TV shows apparently work more like lifetime achievement awards than like a list of who worked on what. Everyone touches a lot of different things, your total contributions are tracked informally, and when they exceed a certain amount you get an episode credit. You need to have touched the episode, but you might have done much less work on that particular episode than a dozen uncredited people.
Source: Mark Rosewater's writing about his time on Roseanne.
Also this was a boxed retail title with no dlc so the credit list was pretty fixed.
I'm out of the industry now with no plans to ever return but the whole process just seemed pretty and spiteful. We worked just as hard during those 3 years as I did shipping other titles before that so I don't really buy that leaving early changes the title on which you worked as.
I find it’s more than people only get one shot to organize their project, and it’s scarier to try something you haven’t vs something that was extremely painful but delivered. There’s a large contingent that believes without massive overtime and crunch a game will never be released.
This is something open source gets right that companies don't -- in open source, there is a credits list. Both in the contributors listing and in the actual publicly accessible history of commits itself (which in turn auto-generates contributor lists e.g. on GitHub).
I'm an example myself, as I started in the industry working on a strategy-genre game, and talking shop about the genre makes me more appealing to studios that serve that.
Google, on the other hand, appears to be exactly opposite [1]. So, it appears that, for somebody who worked on Gmail and pursuing the similar line of work in a company similar to Google, proofs of experience would be of little value.
1. https://www.quora.com/Whats-the-logic-behind-Google-rejectin...
That distinction is where some of the wish for credit comes from I believe.
Instead I have a resume and references which can be checked to determine if what I'm saying is true.
Now being able to do that automatically is great, which means we should just take the whole process on our own hands as software developers and create something that represents us?
That said, insurance costs, too, but most of us have it...
The whole point of a union is so that the benefits outweigh the costs but the actual benefits are hard to measure experimentally.
I would say anecdotally that in the majority of cases it's worth it, but the perception is biased towards it being not worth it.
I agree that putting developers on death marches is antithetical to everything that is human, but it's not like you don't have options in this industry... Tech work isn't like coal mining where your health is legitimately at risk on a daily basis, and where the number of alternative options available to the average worker is low to non-existent.
Just yesterday we were all ogling over the salaries offered to engineers by the various top dogs in the valley. Anyone who works in tech on one of these salaries, and then turns around to complain about their collective rights... It all just feels incredibly childish to me.
All the video game industry has to do is to give its workers better treatment than they would get under union stewardship. Problem solved.
But I expect video games will follow the path of many other industries, and keep beating their mules until the mules revolt.
It's a lesson that has played out publicly hundreds of times over the last few centuries, but new overlords always think they're better, smarter, luckier than those who came before them. They never are.
Not even that. You could give employees half of what they would get under a union and you'd completely kill any motivation to unionize. The video game industry is so exploitative though that'll never happen.
Revolt by creating a monopoly on labor that leverages the violence of government to commandeer the decisions in the company?
Seems a a lot easier for the mules to just quit and work somewhere that fits their needs better.
Humble overlords are required, that doesn't make the entire industry necessary for unionization.
The companies will learn that treating their employees fairly from the outset is cheaper than having a union force it upon them for the next 10 to 50 years.
You agree that this things are happening and its not OK.
why do you follow that up with:
> but it's not like you don't have options in this industry...
Clearly if people are being taken advantage of its an issue. And its issue for large enough percentage of workforce for us to talk about it.
Also this is global problem and salaries in game dev do not compare to SV. Well nothing compares to SV pay.
unionizing is literally one of the options they have.
It's enshrined in law, has a long history, has been implemented to great benefit to scores of people worldwide -- why shouldn't that option be on the table as well for these workers?
And, frankly speaking, "go find another job" is a terrible rejoinder, if they like their job, but don't like their working conditions, let them come together in a group to change their working conditions. It's their legal right to do so, as well as a human right.
They just think they are smarter/better/more rational.
I disagree. I think you have just eaten up the propaganda pushed by billionaires. There is an entire industry that is dedicated to pushing anti-union propaganda.
[1] https://www.businessinsider.com/facebook-median-pay-240000-2...
[2] https://www.businessinsider.com/tech-companies-revenue-emplo...
2. Median employee salary is wrong, you should look at average salary if you are comparing it to an average (revenue) figure.
3. You should correct for benefits and taxes. I don't know what they are, but salary is only part of the cost of an employee.
I know you are trying to make a quick point, but FB has margins ~40% and all-in employee costs can be 50% higher than salary. Assuming the median comp is close to average, then it's possible FB is making appr. $700K or so per employee in profit and paying out appr. $300K which doesn't sound quite as bad.
Why should they get 40% margins? Form a union, demand more money.
Salaries are based on supply and demand, not value generated. More developers at your skill level = lower salaries for everyone. More successful companies competing for talent = higher salaries for everyone.
If you want compensation based on value to the company, that's stock options or partial ownership.
Tons of companies fail because they pay their employees more than the value they create.
The salary a FAANG or any company offers is designed to be a win/win. The employee gets a fixed income they can plan their life around and the employer gets the potential upside of generating more revenue. As long as the marketplace is competitive and unbiased this works really well.
Please also remember that revenue != profit. If I run a business and I generate $1.6M in revenue off of a $300k employee, it doesn't mean I'm walking home with $1.3M in my pocket.
And running a business isn't exactly easy. If it was so easy to generate $1.6M off of a $300k employee, you'd be flooded with other companies willing to pay higher and higher salaries. It's really, difficult and rare.
This logic is completely flawed. In-fact reality is almost the complete opposite. The difficulty of running a business is inversely proportional to your moat, and the first to market has a much easier path in almost every sector of the tech industry.
Facebook doesn't have competitors offering more compensation because they're in a sector with an enormous barrier to entry. It's got fuck all to do with how good their competitors are, and even less to do with how "difficult" it is for them to run their business.
And then, lots of people can choose not to unionize. Personally, I think few FBers will unionize.
And then perhaps you could negotiate percentage of gross revenue if you wanted. But they could choose not to give you that. So long as we have free association, that's fine.
Personally, I don't think "percent of gross" makes sense unless you're a founder and "percent of marginal gross" is near impossible to calculate so probably not that. I far prefer the market for labour and employment.
You know how people say "it's not that you can't find engineers; you can't find engineers at what you're willing to pay". Well, if you can find engineers, then all is well.
Right-to-work laws just take away the right of workers to negotiate on the same terms that businesses do.
Yes they should. Repeal all right to work laws.
If all I needed to do was make the same capital investments as facebook to get the same returns wouldn't that be wonderful?
Using a revenue number for this makes no sense.
Let’s ignore for now that this revenue also owes a great deal to the commons that is never paid back by most companies.
Does not Facebook also retain the right to hire employees willing to take less?
If the entire staff is unionized and ready to fight, facebook can't just hire outside staff. Too much knowledge.
Also the historical union attitude towards scab labour is another way to prevent this.
There's a catch-22 there, though - the more times you exercise your option (to move to a different job), the harder it is to exercise it the next time. Too many job changes is considered a negative.
A series of quick lateral moves - this obviously excludes freelancers and consultants who specialize in short term contracts - can be a sign of someone who stays just long enough to either show they're not great at the role and took off before they were let go, or otherwise has something else going on with them that you'd want to look into more. It could be perfectly understandable. It can often not be.
If you think the total number is a problem, just start dropping the oldest jobs off your resume, and don't list university graduation years.
That means I'm doing higher demand work.
So at least my most recent skills are extremely valuable.
Indeed, and whether or not one has options was painfully obvious at my last gig where the people in devops, backend systems design, etc. could walk into a new job in a day were pretty relaxed, but the people who lived and breathed Unity3D were crunching hard.
The games industry over the last decade has been experiencing an incredible amount of consolidation so options have been if anything narrowing, as more and more game development jobs rely on working for Big Corp Publishers.
Game development is a unique ecosystem of tech. Sure programmers can pivot to working at Facebook or whatever, but lets be honest that the work and technology used is wildly different, and there's friction to that change.
Also worth noting that there's more to coders in games. What about the artists, producers, qa and other workers?
Thank you for pointing this out. Even within the dev-team side of game production (leaving out legal, marketing, sales, operations etc) the coders are typically 1/3 or less of the team size. Programmers can pivot (with varying amounts of friction) in to other areas of tech. For the designers, testers, producers and artists there are fewer options to use their skills outside of games.
The average tech worker salary isn’t $300k like HN wants to believe. The reality is that this board is mostly made up of the outliers.
For every person getting $150k in stock options and “feels like that’s on the low end because everyone they know gets more” there are 10 others who get nothing.
For the millions of tech workers who don't live in Seattle or Austin or the Bay Area, salaries are under $100k and your city only has a small handful of companies you can choose from. Good luck if they're not hiring at the exact moment you're looking for a new job.
150k in the Midwest won't let you save as much per year (in a combination of savings and home equity) as 300k in Silicon Valley, but it's pretty close
That said, I'd be for a strong code monkeys union even though it'd probably screw me personally. The system we have is great for people who know their own worth and can advocate for themselves, but most people just aren't like that
Strange, I tend to see situations where some people can pick up a new job at the drop of a hat, and others just struggle to stay employed.
The industry goes through cycles, and someone who has a certain kind of engineering talent can easily pick up and move to another job. Everyone else is often stuck taking what they can get.
>> Anyone who works in tech on one of these salaries, and then turns around to complain about their collective rights...
I worked in the gaming industry and left. I’ve mentored several folks who made similar transitions. Consequently, I have perspective based on those experiences.
I think it’s a fundamental mistake to think that transitioning from the gaming industry into general tech is an easy transition. Most people in the gaming industry have a severe form of professional PTSD due to the expectations around death march development. They have strived for a career in gaming where employers see plenty of potential hires and can pay them less as a result. These people end up with limited financial cushions, burnout and depression. They end up believing their only options are to pick up and move to another gaming shop for shit money and the same working conditions. Stay in this “career” long enough, and you are almost guaranteed health complications related to obesity and drug abuse. Yeah, it ain’t glamorous to stay in gaming, but experience means they’ll be an easy hire at the next company and they’ll be able to continue covering the mortgage.
I am mostly anti-union, but I believe unions are actually necessary in the gaming industry. It is pretty shitty and deserves to feel the pain they’ve been inflicting in their developers, PMs, producers and testers.
The gaming industry should not be seen as a career destination if you aren’t in finance/marketing. It should be a stepping stone in a bigger career, but an extremely short one so devs can learn EVERYTHING THAT YOU SHOULD NOT DO IN PROGRAM MANAGEMENT, EMPLOYEE RELATIONS AND SELF-CARE.
You sure about that?
No, a coal vein isn't going to fall on our heads and the factory isn't going to burn down with the doors locked.
We still don't understand inflammation and stress, but it's not looking good right now, and death marches put you into both.
Which of those companies were video game makers?
How many video game designers or programmers do you know? How bustling is that industry, in your opinion? Because I have a slightly different perspective from what I hear.
Also, amount of money made != can't complain about their work or their conditions. Also, FAANG != EA, Activision, etc.
have you ever worked in video games?
The way the game industry drives people is absolutely devastating to your health.
> Anyone who works in tech on one of these salaries, and then turns around to complain about their collective rights... It all just feels incredibly childish to me.
I mean, if we want to start insulting people for having really dumb opinions we can go that route.
Personally I don't think people who want to fight for their standard of living are being "childish".
It certainly won't help with any of the issues you describe.
Also, the concern over all the requisite 'woke' issues incongruously combined with hoarding enough filthy lucre to have FU money by 35 is amusing - a person like this might be described as a 'Champagne socialist' in the UK.
and immigration (no hate, I'm an immigrant because of it).
I think we need to examine how other countries do unions because I agree, the one union I was in for a short time (teachers' union in California - I was basically forced to join even though the job was only temporary) felt like a ball and chain around my ankle taking a cut of my pay more than I felt like it was empowering me.
I whole heartedly believe in worker organization and believe that tech workers should unionize, but it is also true that in a lot of different pieces of this country public sector unionization has been an unmitigated disaster.
In any niche of our society that is not legible to the average person, public sector unions + the morass that is local politics in the US creates a downward spiral between public sector union workers and the politicians they bring into power.
The subway in NYC for example is broken for a number of reasons, but high on that list are the efforts of the transit worker union to block improvements in operational performance and their lobbying for Andrew Cuomo who might be one of the most transit hating governors in the last 100 years of New York politics.
These orgnizations are NOT the places to start.
The biggest difference is that in other countries, the employee can pick any union they want, while in the US each employer is locked to a single union.
That single difference has a HUGE impact.
Wrongthink?
But otherwise I agree. Based on my experience a union is just another layer of bureaucracy that ends up defining your job, career path, and etc without you getting to decide. They're just as full of mixed motivations as any employer.
If the major FAANG companies had an association called the Software Development Industry... Programmers would join a Software Developers Guild... Annually the guild would negotiate with the Software Development Industry and create daily minimum rates, safe working conditions, and worker protections for software developers. (what kind of protections... I think assuring workers can operate and compete freely... No anti competitive behaviors such as refraining from soliciting one another’s employees in order to avert a salary war)
If FAANG doesn't do it, I would not be surprised other firms push for it as a way to compete for talent.
Imagine, instead of figuring out cap tables and trying to prevent getting screwed by dilution... imagine if that task was delegated to the Guild and they could hire people to negotiate for that and monitor that on an ongoing basis.
Imagine if those options could be captured in a defined benefit plan or packaged in some other way where professionals could be hired to manage the risks inherent with taking options from a startup.
I think too many people think about dockworkers and construction workers when unions are discussed. Please review the SAG agreements here:
https://www.sagaftra.org/files/20172020wagesTV.pdf
https://www.wrapbook.com/essential-guide-sag-rates/#SAG%20Te...
If you are a great programmer you might charge 8x the daily minimum. No one is forcing you to accept the minimum, but you should not have to accept anything below the minimum.
If you could delegate tasks to the guild to monitor the financial health of your employer, manage your stock option negotiation, and negotiate a daily minimum each year... you could offload a lot complicated issues and at least focus on your work... At a certain point a manager could assist with these tasks as well, especially if you are 8x the daily minimum.
The daily minimum is to make sure no one takes advantage of people (ie, young employees at startups)...
Being "in the red" over dues wouldn't be on by top-100 list of things to care about.
The regularly use worker hostile behavior - Two famous examples are eternal crunch times and laying off entire teams after shipping a game, even after luring them from other companies with promises they wouldn't.
Eventually, I left that industry entirely, which was unfortunate. I loved what I was making, but I hated what they could get away with doing to the workers.
It reminded me of Hollywood - So many young actors wanted the job, they knew they could mistreat them, and regularly did.
A union would be excellent here. Don't get caught up on the money part.
* A culture of overwork (especially in the game industry).
* No vacation.
* No parental leave.
* No sick leave.
* At-will-employment (which inherently causes massive under-reporting of things like sexual harassment in the workplace due to the fear of losing ones livelihood, and please spare me the "actually it's already illegal!", very few people are willing/capable of mounting a messy legal case on their own).
...and so on.
What do you actually have to lose?
>* No vacation.
>* No parental leave.
>* No sick leave.
All three of these are provided, I don't have a union.
>At-will-employment (which inherently causes massive under-reporting of things like sexual harassment in the workplace due to the fear of losing ones livelihood, and please spare me the "actually it's already illegal!", very few people are willing/capable of mounting a messy legal case on their own).
It's 2020, any allegation of sexual harassment is treated incredibly seriously across the board. Yea, I have no doubt it's a major headache. But an accusation of sexual harassment is a serious thing, it shouldn't be something we ever allow to be filled out anonymously, thrown in a complaint box, and assumed as true. It could lead to a firing and possibly criminal charges, lets not try and pretend that's not serious.
Part of why your comment bothers me so is that you are generalizing all Americans. The game industry may make sense to have a union, but you simply call out all Americans as being anti-union, as if it's something unfathomable. Different professions have different circumstances, not all of them need a union.
You said it right, they are provided. In Europe they are not provided: they are your right and it cannot be taken away by your employer. Also an anecdote doesn't invalidate something that is true for a vast majority of the american workforce. But even if it was just a single person, it would still be a tragedy and a problem to solve.
You just love your wide sweeping claims don't you? No it is not true for the vast majority of the american workforce.
>You said it right, they are provided. In Europe they are not provided: they are your right and it cannot be taken away by your employer.
Can we please not move the goal posts, I thought this was a union discussion? If everyone in the U.S should have 4 weeks vacation, 4 months maternity leave, however much sick leave is deemed appropriate, that can be done at the legal level. You do not need unions to exist to do that!
Obviously not all, but there are millions of rabidly anti-union people like you.
Of course, these are largely a product of lobbying by unions, which don't just do collective bargaining.
The FMLA does not require your employer to pay you while you’re home with your kid. So even if you’re legally entitled to take leave, you might not be able to afford it."
This is still very very poor.
Information about historical scandals is very searchable on the Googles.
Unions in the US can feel stifling, as they only rewarding if you can stick with the same job and position for a long time. It's not a very American mindset to stay with a job and make demands when you can just bounce to a slightly better one. And few people idealize working in the same job for 30 years.
Video game workers are probably an exception in that they are willing to agree to terrible terms in order to chase what they perceive is their dream job.
Used to be that a (white cis male) person could go get a union job out of high school and they were set until a comfortable retirement with pension. Good luck finding that sort of security now.
Sexual harassment is treated firmly in every company I've been in - even entry level jobs. There is no fear of retaliation for reporting it. (generally it is impossible to prove so the reporting doesn't go anywhere)
health care. It's a big problem. This is why many unions are pro-M4A. You start taking away the big things the company can hold over your head in a negotiation.
In tech we have those things you mention, mostly. We also have a labour market with massive demand. If that demand falls/supply increases then companies will start cutting costs.
When a lot of the people on HN actually experience some uncertainty, their attitudes will probably change.
In some parts of the US, the answer is "Our industry". There are areas where a reasonable argument can be made that overweening unions played a key role in setting up the local economy for cataclysmic failure. Detroit is an example.
That said, video games production doesn't look like that right now. It's just perhaps worth considering that people's fears might not be wholly meritless, baseless, and without foundation.
The American experience is that labor can and occasionally has set itself up for massive failure in the past. The idea that there's literally nothing to lose fails a basic sanity check against not-so-distant American history.
It may be worth considering the possibility that some people might might legitimately, earnestly, and honestly perceive there to be real risks. A pitch to such people of "You have nothing to lose!" runs the risk of coming across as, optimistically, ignorant. Perhaps such things could be worth considering for a person as informed and thoughtful as yourself?
- EU Youth Unemployment Rate: August 2019 https://www.statista.com/statistics/266228/youth-unemploymen...
- US Youth Unemployment Rate: November 2018 - December 2019: https://www.statista.com/statistics/217448/seasonally-adjust...
You can't use a "straightforward comparison" to Europe because labor law is so different in the US. European unions are legally required to compete with each other for workers, whereas American unions almost exclusively represent members where they assert exclusive right to representation.
That's a massive difference in incentives, and it makes for very different dynamics.
1) Unions aren't appropriate for all places. 2) The currently implementation and behavior of unions in the US are not all that great. For example I'm turned off of unions based on personal experience.
So for me, given the choice to vote I'd vote against an union at my current work place.
* I work 40 hours per week
* I have over a month of vacation and sick time, not including holidays
* 1 month 100% paid family leave, with 13 weeks at 80% pay and an additional 13 at 50% pay, not including New York City paid family leave.
* Sick leave is rolled into paid time off or disability.
* At-will employment works both ways. If I get a better offer, I can leave.
Vacation, sick, and parental leave policies are not up to European standards yes, but it's a hell of a lot better than most people's 2 weeks of vacation.
Here's a direct example of union rules slowing down the little guy in film:
https://youtu.be/LRVwlif6th0?t=171
Striking out on their own is the benefit I am talking about. I don't understand your perspective of independence.
The bottom line is that the supply of game developers has historically outpaced the demand. There are simply a lot of people who really want to make games, and are willing to put up with those work conditions.
I mean (for developers at least), it's not as though most of them couldn't find work doing some other kind of SW dev that doesn't typically involve death marches. Game dev programming skills have plenty of applicability in other kinds of software. I know this from first hand experience. So there are definitely a lot of people who are doing this voluntarily, and not because they have few or no other options.
Given that, it's hard to see a way of solving these problems via unions that doesn't effectively increase the barrier to entry for game developers. I guess that's one way to deal with it..
If game developers don't feel exploited by their conditions, then they probably won't join/create the union. If they do feel exploited, then the union will be a good thing.
> Given that, it's hard to see a way of solving these problems via unions that doesn't effectively increase the barrier to entry for game developers.
What barriers to entry do you foresee coming out of a union?
The independent 20% will be muscled out of relevance as the union can simply ex-communicate members that break the rules and the employees will follow union rules. Independents will have to toe union rules to get anything done and not really be independent anymore, just a cache of jobs that the union is too big or risk averse to do.
An artist run game industry will die (like United Artists used to be in film) and you will see the game industry become a studio model and institutionalized like Disney.
You can just look at what unions have done to other industries to see.
As it relates to tech workers, there could be senority rules, qualification requirements (such as degrees, ect), and retaliation against people who are precieved as not having "paid their dues" yet (iE, they might try to stop the bootcampers from entering the industry).
Making game development more expensive, obviously, since ending the current abusive practices is going to cost the publishers and development studios more money plus the overhead imposed by the union itself. Unions may have their benefits but it's undeniable that there's a cost there.
For them, perhaps. But not so much for future would-be game developers, who will likely have a harder time finding a game dev job.
> What barriers to entry do you foresee coming out of a union?
Even if union membership does not become a requirement for a job, merely reducing the number of hours worked will increase the cost of making games, even if pay doesn't increase under a union. If games become more expensive on average, consumers will buy fewer games, all else being equal. Fewer games made = fewer opportunities for new developers = studios can be more selective in hiring.
I could understand if things were at one point great, and then some series of events lead to a worse situation with no options leaving. But I can't understand having options and choosing the bad one and then complaining about it being bad.
Does someone have a different viewpoint that could help?
Picking your random, above-99th-percentile literally-owns-multiple-Ferraris outlier and using him to discredit people who might be pulling $50K-$60K a year as line employees is downright disingenous.
https://www.youtube.com/watch?v=2TSB5YQqDiY
"Unionization, Steady Careers, and Generations of Games Culture" by Super Bunnyhop
03:15 Game Workers Unite: Who, what, why?
14:11 Anonymous on the disposability of QA staffers
18:11 Testimonies on crunch
24:01 History of unionization in Hollywood
33:39 The potential downsides of unionization
37:39 Ageism vs. future generationsThe race-to-the-bottom pricing effect is not one caused by line developers and it's not caused by customers buying the games. It's caused by management and executives eating the seed corn. It's going to have to stop.
A cursory look into opportunities showed that the schedules were grueling and driven by the market, which expects new flashy titles quite often but the demand for the new titles tails off relatively quickly. Worse, it's not like a spreadsheet where you can just fix some bugs, add some new features, then charge people for upgrades. You're constantly rewriting everything.
So I made the decision to not go into that market.
Software development skills are fairly fungible. I'd advise people to not go into game development unless they have a real passion for it and don't mind the demands upon them that are derived from the market forces.
I don't know of anyone who is rewriting everything between releases and even new games at new companies are built on top of existing tech 99% of the time.
The market has also changed, the big money games are almost all games-as-a-service with multi-year lifespans. For better or worse there is a lot of 'fix bugs, add some features, charge people for upgrades'.
The schedules are definitely getting better as the (remaining) industry talent matures and games are less driven by putting something in a box and moving on to the next title. I'm not saying it is perfect (by any means, and some things are worse) but it is not the same industry as it was 10 years ago.
[1] https://en.wikipedia.org/wiki/High-Tech_Employee_Antitrust_L...
It's true that software developers are well compensated and in high demand, that demand tapers off rapidly after 40, when ageism comes up.
If you want to go into management, then it's climb the corporate ladder, and get promoted until you can't do your job.
What if you want to stay an IC? Become the lone developer who can support a legacy react application, while 99% of the team is working on whatever the latest CS languages?
A labor union for software developers would be an insurance policy for our futures.
Something to consider.
According to those I’ve spoken with there really isn’t a challenge to find work - regardless of age. The caveat being everyone I spoke with was current on the latest languages, research, etc.
If you stay current with the times you can find a job in most white collar fields without a problem. Basically your resume should reflect your time to obtain experience.
Final note - people typically hire others similar to them. As engineers age they are more likely willing to hire older engineers. I basically view this as a solution today because we have such a plethora of engineers being hired.
What i found was that age had absolutely nothing to do with anything when it came to my workplace. There were more differences between some teammates in their 20s than between them and the teammates over 40. Older teammates were not slower or learning less things or anything like that.
The only major workplace difference i have noticed between younger and older people was that they were better at estimating their schedules/delivery timelines, as well as them being able to spot certain things that younger ones havent spotted yet, i guess due to their experience with certain problems and being able to see those repeating patterns. A bit more patience and being a bit better at explaining things in bajillion different ways until one of them clicks for you; i would say social skills and ability to navigate the workplace in general were a bit higher. But that was definitely not universal for every older person, just simply talking about averages within the groups of older people i got a chance to work with.
However, i bet it had a lot to do with the kind of people we hired, and if you look at the industry averages of older people vs younger people (when it comes to being up to date on the tech stack, research, learning new things, etc), the picture painted would be vastly different.
In my opinion, if you can get one of these old guys on your team, your team is going to be better off. That said, the crotchetiness is almost always on the higher end.
Of course, it's not a rule. I also once worked with an older guy who was one of the nicest guys I've worked with... but I wouldn't let him come within 10 feet of my repo.
Honestly, I think generally everyone comes to the table with experience. Those who are older typically can tie theirs together better than we can vocalizing between members, so they have an edge.
Everyone I’ve worked with has always been willing to learn (it’s what I personally and companies screen for in interviews) so that’s never been a problem.
Generally though, age doesn’t play a role in anything meaningful I’ve seen. Years of experience In a field can help, willingness to learn, and attitude / temperament, that’s about it - irrespective of age
It’s up to you to create value, regardless of age.
Think of it this way, you want to create value. But you have NO say in the definition of value, the calculation of that value, and little influence as to what percentage of that value you get to claim as your own.
Your livelihood is directly controlled by something you have very little influence over. You have to TRUST the company is going to act in your best interest and value your contributions.
A labor union would give you the bargaining ability to have that say.
Unions aren't above abuse, but neither are non-union jobs either.
I'm offering a perspective as someone with ~20 years experience in industry lucky enough to have been relevant for so long.
Note that this isn't a hard requirement. Some unions do not have it, but it is a strike against the whole concept. Maybe the union and work anyway, some do. It does however make it much harder for the union to get started and remain started.
Work to live, not live to work. Well-run unions help workers do that, both young and old.
If you want someone to give you money so that you can do things like experience the world, or eat, you have to provide something in return.
You don’t get something for nothing.
> that demand tapers off rapidly after 40, when ageism comes up.
I haven't seen ageism come up. I've seen that I'm a pretty expensive guy, because 35 years of experience has value. But not every employer needs that, and those that don't hire someone less expensive. That's not ageism.
That is lower demand for people over 40, though. On the other hand, the supply is lower, too.
One thing that comes to mind is guarantees about crediting. A worker in the industry is more or less at the whim of the developer/publisher if they're included in the credits. There's a good chance you've played a game or two where the person implementation a core feature wasn't credited because they were not there for the entirety of development (eg: changed jobs, health leave, laid off, etc.).
Professional sports leagues have unions because they are necessary. There is exactly 1 league, and you’re required to sign exclusivity contracts with your team. You are owned by your team. You play for them, or you don’t play at all. You move your family to whatever shitty city bought your rights. Only rarely does a player get any say, unless they’re a superstar with a special contract. They’re also very prone to injuries that can take them out during their narrow prime earning window, and that risk needs to be hedged. As does the risk of permanent damage, including brain damage, by being required to play when it is not safe. And NBA players actually got paid very poorly before the union. Far worse than software engineers. They had no leverage.
There are many reasons for players to have unions, and none of them apply to software developers.
The Hollywood situation was similar. New actors were locked up in bad contracts. But generally, all of Hollywood is a mess of negotiations, unconventional and confusing compensation structures, scheming lawyers, and conflicts of interest all over the place. These also don’t really apply to software developers.
We don’t have agents, royalties, multi-year exclusivity, or a huge population willing to fight for scraps and slave for free in hopes of getting a big break (game development - which has much more in common with Hollywood - being an exception).
Unions are not free. The layer of bureaucracy that they introduce is a huge cost, and one that many companies cannot bear. Startups definitely can’t. Then you have to account for the widespread abuse by employees in unions. Your salary has to subsidize everybody who decides they’re going to be lazy and take a free ride by exploiting union rules. Those people are everywhere in unions. And it’s completely rational. Most people will do the minimum required for the maximum take, especially when there is no risk to doing so.
Sometimes, this cost is worth it. But, if we ranked industries in need of a union, I can’t really think of anything that would have less need for a union than software development.
There are analogs to some of the things you listed.
For example, exclusivity contracts sounds a lot like non-compete agreements.
You play for them, or you don't play at all sound like employment agreements where the employer demands rights to everything you create during your time of employment.
You move your family to whatever shitty city bought your rights sounds a lot like being transferred to some place you don't want to go.
It's possible that workers joining unions will make life even better than today, but the previous high-paying occupation unions evolved in different circumstances that might matter.
You don't think FAANG are cartelish?
Uncompensated overtime, On-call (if the work is important pay someone to be available to do it), Expectations of 24/7 uncompensated availability, H1-B use/abuse, Lack of training on systems workers are responsible for, Age discrimination, Lack of decent work environment (open plan offices), Lack of vacation options (sometimes masquerading as unlimited time off)
Carmack’s options should be seen as addressing engineering conditions, I would assume. The negative articles seem to address animators, level layout designers and, most particularly, QA employees. These roles have a wildly different work trajectory than an exiting software engineer.
I’m all for these workers finding some leverage, but I think engineers linking there prospective and fate to people in such a disparate place.
For example (with the caveat that I'm not certain about its actual legality and how effectively unions could push back on these contract provisions), but I find employers asserting ownership over open-source projects/code people write in their free time particularly dystopic.
Software workers could achieve huge results if they collectively bargained, and the relative scarcity of labor means that if they unionize it will be comparatively difficult to skirt those unions.
Also, there's not knowing what you've got until it's gone. Software workers have the power to organize now, but there is good reason to believe that, for one reason or another, that power will decrease at some point in the future. That has happened to practically every industry in history. Software workers would be wise to organize when they can, instead of waiting until they are forced to.
When it would take some time to train the strikebreakers the union can work: give us our demands or spend far more training the strikebreakers.
The best time to unionize is WHILE software engineers have power and leverage.
And for examples of kinds of unions people don't usually think about, I believe there is an NBA players union. The screenwriters guild of america functions as a union, I think. Lots of unions in Hollywood.
I wanted to give some examples of high-status or high-compensation professions where professionals have chosen to unionize.
I find this unlikely, while boom and bust cycles are normal. If software engineers aren't in demand, other people will have it worse. Demand for software engineer will then pick up faster.
I don't see any major employment segment that has higher future prospect or long term security than software engineering.
My experience is obviously a small sample size but both times I worked at a place with an Union the experience has been terrible. Seniority based promotions, the general lack of ownership and accountability and massive bureaucracy killed any motivation for me.
I enjoy my job, I think I’m fairly treated and am well compensated. And this has been true every non union job I’ve been at. I just don’t see the value of an union for me.
- A small group of developers work on the core physics engine, graphics engine, and high-level game design.
- When the core game engine is sufficiently developed, the number of artists and game designs greatly increases to generate the art, sound, and level designs for the game.
- As the game reaches an alpha stage, the number of QA testers is dramatically increased.
- After the game is released, almost all of the QA and art people are let go, with a small number retained to work on DLC. A core group of software developers will be kept to be begin work on the next game, and the cycle repeats.
How does a union function when much of the workforce is only going to work for the company for less than 2 years? Many QA testers work for less than year.
Is there a potential pro and con somewhere?
e.g. If I get better compensation, would the union take a percentage cut from it? Or it's a fixed union deduction?
Disruption is leaving no industry or group operating according to the economies of the past safe.
It would be interesting to see what a new union, designed from the ground up would look and operate like for the knowledge worker age, instead of an industrial worker age.
“The Campaign to Organize Digital Employees.”
“And what does that tell you?”
“That someone really wanted the acronym, ‘CODE’.”
Let's say the unions get huge wins, make huge gains, and unionize essentially all programmers. They decide to call a strike. What happens to Linux development? What happens to tons of other OSS development? If a strike only affects closed-source software, that's an incentive for users to go Open Source, but it's also an incentive for unions to try and destroy it.
This isn't like the auto industry union vs shadetree mechanics, which was never a conflict because shadetree mechanics are fundamentally not a threat to the auto industry and its unions because the shadetree mechanics of the world can't make their own credible car as a hobbyist project.
The "shadetree mechanics" of the OSS world have made large chunks of a software ecosystem as a bunch of interconnected hobbyist projects, which is a distinct threat to the software industry's UAW-equivalent's ability to exert pressure on companies that make and sell software.
Getting employers to care about the rising cost of healthcare benefits will get lobbying to happen to make a change.
Until employees push back on rising plan costs, not much will change.
Also, I have dreams of developing video games in my garage some day. I don't want to deal with the video games equivalent of a screen-actors guild telling me I can't give away my games for free or that I need to adhere to some outdated regulations regarding what friends I can ask to compose music for my game and how much I can pay them for it.
It is time.
Glassdoor indicates a "Senior Software Engineer" at Blizzard (considered one of the better companies, afaik) makes between 63k-126k. A "Game designer" makes 33k-72k. Video game industry also works long hours with a lot of crunchtime. And this doesn't even get into EA, or the other megalithic companies that push out dozens of titles every quarter.
The video game industry gets away with working their engineers harder and for less money, because people generally like building video games.
Source: >10 years in games
https://youtu.be/LRVwlif6th0?t=171
Niko has to cut costs to make low budget films and the union mandates someone watch the camera feed for the director, completely unnecessarily in the modern era. The film industry is notorious for the boundaries around union and non-union work. Gary Oldman's decline of a role in Star Wars used union rules as an answer:
>Oldman's spokesman is reported to have told the newspaper: "Gary was excited and looking forward to working on the film. The snag is that the movie is being made without members of the Screen Actors Guild. It means Gary would have been working illegally overseas. Out of respect and solidarity with the other members, he could not and would not consider violating the rules of his union."
Unions bring many complications and seeing them as a universal good is a problematic perspective.
"I don't do non-union work" is a perfectly reasonable position to take.
You can't claim unions lift workers and then rope them in from opportunity with the other hand.
The latter, I agree with the former reforms.
You also aren't getting this sort of top down reform without obtaining more political power than the upper class. That's not going to happen without better organizing (Union, political movements, whatever).
Meaning that you're fine with me being required to join a union in order to work? No. I'd rather have the freedom to choose for myself, even if it means I have to give the same freedom to others.
I would not call taking away a worker’s right to work a benefit for a skilled worker.
In fact, they play to the already ridiculously anti-union sentiment that the vast majority of Americans (this article is about America, apologies if you are foreign) hold.
Unions can go way too far, and they can do harm, but the overwhelming majority of Americans live so far away from that point that it's not even a fruitful discussion to be having.
I understand working conditions in the US sucks and I hold no bones about fixing them. The union is an infinite tool that will not stop at fixing engineering conditions. It has the ability to own the industry. That is not an outcome I want to see, I'd prefer to give 50% of my salary to whoever wants it than have a union tell me how to run what I do.
For the sole reason of trying to replace Steam as the dominant store platform on PC. Epic isn't just doing this out of the goodness of their hearts. This will not continue once Epic achieves their goal of buying their way into being the middleman between developers and gamers.
No we don't, that is called slavery.
"Were they forced to work? Yes and no. What happened if they decided not to work? Weeeeell... if they were rich, nothing. If they were poor, they would have died."
The #1 problem in most cities is too many people are making too much money and it’s driving housing prices through the roof.
The demand for skilled labor is astronomical. I would not call that absolute extreme power of capital over labor.
Grind the years and that will lead to sucesss. No innovation or additional learning needed. Just wait.
Tech workers make a lot of money so they don’t need unions.
Tech workers have lots of options and can get a new job so they don’t need unions.
Computer work isn’t physically demanding therefore unions aren’t useful.
Nobody in tech wants to be told by their union what they should work on.
Unions only give older people seniority and pay increases.
Lots of places don’t have crunch time, therefore no tech companies need unions.
In some unions, all employees are locked into that union and have to join, therefore unions won’t work in tech companies.
You might get a bad union rep or the union might fail to get a great outcome for its members, so it doesn’t make sense to try.
I don’t think I saw “I am a master negotiator and can negotiate better comp for myself than a union could” yet, but give it time...
Hollywood is another - many productions companies have fled offshore largely because of unions.
That's quite a low bar to start. All it take is one site with abusive management and they may make enough of their employees willing to get the ball rolling. If the union improves their conditions, other people may start to see it as a more viable option and it can spread.
Also going to say to the "i can organize a better deal myself" types. Google and other companies with a combined market cap of trillions spent years illegally conspiring to keep you wages lower.
You can't compete with that.
The current situation is an artifact of extreme demand. We already have worse protections than the average worker. When things start to turn they will get bad.
I want proper overtime laws and proper pay for oncall. If you work overtime or oncall for a salary, factor that in and then recalculate your hourly rate. Not as great.
The games industry is a good example of the future of tech. They have a surplus of workers and they routinely treat them like garbage. This is after years of negative publicity and pushback. That's what it took to even get things improved to the point where spouses aren't writing open letters to EA about how awful their conditions are.
Is that why the average worker gets paid massively less than we tech workers do?
We work extra hours, we don't get extra money. We go oncall, we don't get extra money.