Aug
06

For Love or Money?

By Kevin

I’ve been out in the “corporate” working world for about 10 years now, having started with a global company with almost 100k employees worldwide.  I left after five years to contract with another global company, but got burned out on that within a year or so.  The problem?  Too big, too much red tape, too many projects for projects sake, and tons of corporate lingo (gotta love Dilbert).  My solution was to really take a look at things, what I valued, and decided to make a move to smaller environment (less than 500 people).  It’s turned out to be a good move for me – much better work/life balance, 10 minute commute, great boss and people to work with, and (sometimes) creative work. 

So that’s what has moved me in my personal career, and due to my line of work, I’m always interested in what motivates others to work in their particular field, change jobs, etc.  So it was with interest that I read this article today entitled “Sure it’s a cool job.  But do games pay?”  Several things popped out at me as I read through it, even though I don’t personally know anyone working in the game development industry.  I guess, knowing what my own personal career journey has been, gave me a better appreciation for the men and women who develop the games we love.  Some things that caught my eye:

  • Median salary in the games industry is $73,000, according to Game Developer Magazine;
  • Typical game developer is age 31-35 (I’m right smack in the middle of that!);
  • Only about 10% of games released in any given year will make any real money;
  • Steep learning curve, learning new systems and software every couple of years to stay current;
  • Heavy workloads that can go way beyond 40 hours a week or any normal work schedule;
  • High cost of living due to the hub of game development activity being centered in California;

The theme of the article really centered on what drove me in my career choices – work/life balance.  You always hear fans (and espcially mmo fans it seems) talking about all the money that companies are raking in off the broken souls of us, the lowly gamer.  There’s no disputing that the gaming industry is big business (~$12.5 billion in revenues in 2006), and no disputing that companies like Blizzard and SOE are making some nice money for the products and service they provide.  But it does seem that at least in some cases, game developers are sharing in the success financially, but yet suffering in the relational/family side of life.  The same environment that produces these mega-hits also produces mega-burnout. 

  • But if you think game-makers spend all day playing “Quake,” think again. This is a fast-paced, competitive business with inflexible ship dates and punishing hours.  “If you want to work nine to five, this is the wrong industry,” says David Riley of the NPD Group. “Deadlines are fierce.”
  • And the fan base can be punishing if a game doesn’t meet expectations.  This tends to translate into some pretty long hours — called “crunch” in the game biz. The industry is rife with horror stories that sound like urban legends: Two years worth of 70-hour weeks, no weekends. Postponed weddings until ship dates. Guys phoning the office from the delivery room.
  • “Full-time game developers in most states are classified as exempt, meaning they’re not eligible for overtime,” says Jill Duffy, managing editor of Game Developer Magazine and the principal researcher on the salary survey. “Developers do work immense amounts of overtime.”
  • Quality of life issues are coming to the fore in game development, says Mencher. As game developers move from their 20s into their 30s, they want more stable jobs — and are even willing to trade life in the hubs for lower-cost areas.
  • Some developers “age out,” tired of the long hours, the constant pressure and the ever-present fear of the pink slip. Which is why it’s so important, says Duffy, for young people looking at games as a career to know what they’re in for — and have a backup plan. “You’re very likely to get fed up with the game industry,” she says.

  • Such was the case with Ron Little, a senior-level programmer from Half Moon Bay, Calif., who left the business altogether in 2001.  “I took a salary cut to go out of game industry, but I was tired of the volatility,” he says. “I wanted more time with family.”

It’s not always about the money, the bonuses, and the hot chicas waiting at your cubicle (O.k….maybe it is about the hot chicas).  I just decided years ago that I couldn’t – I woudn’t – live to work.  My life outside my job is too important to me.  In all honesty, as much as I love gaming and MMOs, I just don’t know if I could do what these folks do day in and day out.  This article helped to open my eyes a bit more as to the “reality” of the games industry.  For me personally, it would have to be the right company, the right culture and the right people – someplace that respects the fact that RL matters.  So Devs – thanks for bringing us the past 10 years of MMO gaming goodness.  Your efforts and sacrifice are appreciated.  Now go home and see your family – you deserve it!

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