Ubisoft's Game Developer 'Limbo'
kotaku.com
kotaku.com
1. finding work inside ubisoft
2. finding work outside ubisoft
3. improving your skills on your own
4. work on projects you didn't have time for while
in perpetual crunch on a ubisoft project
The alternative is to be let go immediately and do all of the above on government aid (if your location even has that).Am i missing something or are the negative voices mentioned in the article just people who don't deal well under self-direction?
- it's hard to invest all your self into a "new project prototype"/"quick indie game"/... because: you totally don't know how much time you have (1 day? half year?) till you're "hired back"/"given new work"; and also there's huge probability the corporation will totally ignore your result however awesome it is, and at the same time you can't legally take it away and reanimate on your own because it's company property (done on company time). So, there's a strong feeling you might pour lots of hard work into project doomed to stupid failure and done on totally unpredictable schedule.
- you start to have feelings of "I'm worthless -- nobody needs me" -- because that's actually the truth: nobody needs you (at this moment - but maybe longer? maybe that's an allusion?). Also, in consequence, you start to lose confidence and trust to others: you were so strongly needed just days before (in the intensive project while you were "fully hired"), but then they threw you away so quickly and lightly... so were they lying from the beginning and did never really need you? or maybe you only thought you are good but are poor and they were relieved to get rid of you? think, why did they choose to get rid of you, not this other guy? also, why they didn't tell you anything straight in your face? And then after all of this, when living in this official "limbo", you're 100% surrounded by a band of similar "pseudo-loosers-maybe-not-really-but-often-feeling-so", many of whom feel similarly, resulting in a self-reinforcing echo chamber... (not to say the article notes that the building itself is already depressing...)
- A side note, for a partially different situation: (warning: stream of consciousness coming; sorry, don't have this analyzed well yet): when you're in an unofficial "interproject nothing to do", there are also two additional problems: one is, that it's unofficial; officially the company and manager expect you To Do Something, but they don't have time to give you something concrete, or give you crap looking totally like "nobody really needs it, but you'll have something to do". The second one is, that your schedule is even more unpredictable, because however long it spans eventually (even more than half a year), every minute you know they might just come and give you some serious work (fresh bug, or some longer project) and dump whatever "prototype" you were doing immediately. Finally, now I realized your prioritization also gets partially botched, because whatever crappy work you were given as "important" before, something slightly more important may come and show that the previous thing was in fact just pseudo-important. That said, you can try to fight to retain consciousness and self-confidence, but it is really not trivial, and there are ways in which this situation can be depressing. Not to say it's 100% so (for some time this can feel like vacation, opportunities for learning, etc, etc), but the advantages were already listed in other comments, so I wanted to just show the disadvantages here.
And just to make it clear, regarding suggestion of "people who don't deal well under self-direction", I totally can, have loads of free-time hobby projects and entertainments (i.e. out of work), managed to have some of them published and open sourced, also did some freelancing gigs. So, for me this argument seems totally irrelevant.
edit: also, what started to interest me now, after reading the article and putting down my thoughts, that I don't really know, and am very curious, how this situation could be improved? because I believe its existence is rather unavoidable; I suppose in every one programming job there are more or less explicit interproject periods. (Or aren't they?) edit2: I mean, improved by the management guys / boss / company owner.
2. Improve external tools / projects / documents via Open Source contributions
3. Try short crazy projects, e.g viral marketing campaign, official ludum dare participation
4. Teach each other cross-role skills so the programmer understand better what the texture designer does and vice versa
5. Put one or two permanent management people there for continuity
6. Do the usual team building exercises or soft skill training or plain fun stuff
The 4. and 6. sound interesting. Thanks! Although, not sure how long those could be sustained? Also, now I think this limbo should maybe not be made too fun, or people wouldn't want to come back to "real work".... heh, catch-22, good one :)
As to 5., I don't understand - continuity of what? what and how this is meant to improve?
Having a manager who's consistently there, who knows the people on interproject and is aware of the comings and goings that you can bring questions to would help clarify that.
1. A lot of people are going to complain if you improve things but it affects them (even if it's a global improvement and affects them is: works faster. Yup, I've seen it happen)
I agree with the spirit of your post, but the chances of this happening there I'd say are almost zero.
The description of "interproject" sounds like my dream job (well, apart from the lighting). Anyone that finds themselves in that position, and then wastng it by doing nothing, well, those people would by high on my list for firing if I was management of Ubisoft. Maybe that's the point, maybe this is a test to see if they actually want to retain the employee or not. You would have to suspect that the people that find themselves in interproject are already not the best performers, who would have already been poached to participate on other projects, so this is a way of winnowing the herd a bit maybe?
Work contract?
* Vexed by crippling anxiety about whether you're going to be laid off
* Your schedule for next week is perpetually "well, I MIGHT be on a project and will no longer have time to complete my half finished game".
* Ubisoft would own the IP to your game anyway.
Then what's the point?
Added to which, this type of atmosphere sounds like the very last place that would be conducive to being creative.
Sounds like a regular normal day at an American company.
If they're a bunch of professional game developers sitting in an office run by one of the industry's most famous developers/publishers and developing games, then how can they be said to be doing "independent" games?
From my experience of the game industry, it would be quite hard to do something that very much looks like a game project at a place like that, without also involving the normal planning/financing/sales/marketing requirements.
If it looks like a game project, in those circles it's probably going to be a game project, and there are rules for those. Just my thoughts.
They would still be doing the game/prototype independently from the company. There would be no difference in the making of the game from an "actual" indie dev.
Now for the IP, legal things surrounding it that's a different question.
>> Programmers and project managers, for example, are often high in demand within the studio, and if they're sent to interproject, they could wind up leaving after just a few weeks. ... But other employees said they spent months and months in interproject, unsuccessfully looking for new gigs within the company, before they were finally let go.
I suspect there's a lot of overlap between the types of people who see free time as a productive opportunity and the people who are valuable enough to get snapped back up quickly and vice versa.
That 'career vector limbo' is more of an anomaly corporate credit conditions that are very favorable in that region. It distorts market salary conditions so much so that they are willing to poach other bodies to ship them to Quebec.
I am not surprised at all to see this story posted.
Too much time in limbo would be bad thing, just like unemployment. However, paid limbo while you can look for job still beats being really unemployed, so again, perk.
Then suddenly you essentially tell them: go make some cool stuff, or you'll probably be fired. Nobody's going to tell you what that cool stuff is, though; figure it out yourself.
Some people will thrive in that environment. But for most, it's just going to ratchet up the stress, especially since they're coming in burnt-out. Most working for a big company do it because they work better in an environment where they're told what to do. The path to success is crystal clear.
IMO, interproject should be all about burn-out prevention. The job path for video game developers is fairly standard. You spend your 20s developing video games, and then you get married and get a real job: twice the pay, half the hours. Interproject could keep those employees in Ubisoft rather than forcing them out.
P.S. By married, I mean "mortgage and a baby". Very few people in Quebec actually get married.
I'm interested in this line. I take it there is a cultural reason for this?
Civil marriages exist in Quebec, but they're not seen as a real marriage. So if you're not really going to get married, why have the ceremony?
disclaimer: not Quebecois.
Only benefit to marriage is income tax relief for stay-at-home moms/dads.
They're a reason they're called "meat sellers".
Thanks to French Labour Laws, nobody hires anymore, except those consulting companies.
A bunch of talented game developers we already pay wages have a few months off? What if.. gasp.. We let them make games? Any games. There's literally nothing whatsoever to lose. Worst case scenario your employees do something they enjoy for a while.
I don't get the motivation at working at Ubisoft. They're about blockbusters, about series, etc
Sure, Assassin's Creed is very interesting, but it's more of a movie production than a game.
Looks like you would get a lot of crunch time and work on very hard things for a (slight) financial gain and your name on the credits.
You mostly have the non-programmers. You can't build an indie; you can't even really come up with a real project with any hope of coming to fruition, to make use of the talent, because any member of it could be pulled away at any time.
And it's hard to motivate yourself when you know anything you -do- do belongs to Ubisoft, and there's no expectations set on you. It's easy on the sidelines to say "Well, -I- would...", except no, you probably wouldn't. Your employer benched you, you have no tasks, and anything you produce on your own is theirs, and you're free to go home. Any reasonable person would go home; even if you want to spend the time working on something better to do it where you can claim it wasn't at work, using work resources, and take credit for it.
That said, Ubisoft should probably be finding things to task these people with. You've got artists and designers and such? Concept art and design of new ideas. Treat this as the equivalent of an R&D department for the company rather than a place to cool your heels. If need be, task a few people with coming up with pitches to provide structure, etc. Basically, try and change it so people feel that even while benched, they are being valued, and their work, though not able to be a project due to lack of consistent resources, is still worthwhile and can still effect the direction of the company.
I think Ubisoft is doing a very good thing. It's better than most companies. If they want to maximize their retainment investment they just need to have some direction for the people on the bench. The problem is, is it worth this additional investment? Probably not. On a positive note your self motivators can take advantage of it which is great. And those that don't, well they don't.
Also, the Japanese were doing this for a long time. Salarymen, between projects, regularly came into work and did nothing all day. Eventually when a new division started you had a viable pool of candidates.
If the place is depressing, and you aren't actually doing work - why not spend the time resting, recharging and relaxing.
That behavior sounds like it would lead you into getting laid off as often as not. Ubisoft clearly expects you to be proactive in finding projects.
That behavior sounds like it would lead you into getting laid off as often as not.
We need an tl;dr app that measures the amount of informations and gives you a tl;dr version if the blow-up and repetitions reach a certain percentage of the complete length of the article.
One morning late last year, not long after Guillaume, a developer at Ubisoft Montreal, had finished working on his newest game, he was told he'd be moving offices.
Guillaumewho asked that I not use his real name for this storysoon found himself on the third floor of one of Ubisoft's buildings in downtown Montreal.
For the days, weeks, or maybe even months to come, they were in "limbo," as Guillaume put it.
Call it Video Game Developer Purgatory.
But as each person finishes his or her role on a game, there won't always be new positions or projects open just yet.
So instead of just laying off the ones who can't be placed on new teams, Ubisoft sends them to limbo.
Though I wasn't able to talk to anyone who had a positive experience in Ubisoft's game developer limbo, it certainly seems better for employees than mass layoffs.
I should try this. Thank you.
Edit - ghshephard pretty much nailed it in his post just before mine!